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		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Tribe_Scripting&amp;diff=21084</id>
		<title>Tribe Scripting</title>
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		<updated>2016-11-04T12:20:17Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Recipe Logic =&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&#039;&#039;&#039;A recipe database entry&#039;&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
!id&lt;br /&gt;
!name&lt;br /&gt;
!requirements&lt;br /&gt;
!algorithm&lt;br /&gt;
!persistent&lt;br /&gt;
|-&lt;br /&gt;
|used for db storing&lt;br /&gt;
|Name of the recipe&lt;br /&gt;
|requirement string containing all requirements&lt;br /&gt;
|algorithm string containing all algorithm steps&lt;br /&gt;
|If this flag is on, the recipe won&#039;t ever be deleted from the recipe tree. After parsing it, if no other recipe has a higher priority... it will be reparsed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage of Recipes ==&lt;br /&gt;
&lt;br /&gt;
Recipes is used to describe how [[tribes]] react. See [[Tribe Design]] for details.&lt;br /&gt;
&lt;br /&gt;
On initialization, a tribal recipe is first loaded in respect of the information indicated by the &#039;tribal_recipe&#039; field. (see [[TribesTable|tribes.sql]]). The tribal recipe is formed from &#039;Tribe Info&#039; functions. (see below)&lt;br /&gt;
&lt;br /&gt;
Based on those functions the npctype for each tribe is created and initial recipes are loaded.&lt;br /&gt;
&lt;br /&gt;
Further on, each Recipe has two important sections: requirements and algorithm. Each of those two is represented by a long string (the maximum is set in the database to 1000 characters) of functions separated by a semi-colon &#039;;&#039;. Upon parsing the long string is split in respect of the semicolons (;) and the recipe manager analyzes each resulting function.&lt;br /&gt;
&lt;br /&gt;
== Recipe-Tree Nodes ==&lt;br /&gt;
&lt;br /&gt;
Inside a tribe object, recipes are stored as Recipe Tree Nodes. This class was created to facilitate the management of recipes and the way recipes are selected to be parsed.&lt;br /&gt;
&lt;br /&gt;
All recipes are stored as leaves in a tree. This way we can always know their hierarchy and precedence.&lt;br /&gt;
&lt;br /&gt;
Besides the obvious usage as a tree, recipe tree nodes also hold vital data for recipe parsing: last requirement parsed, last algorithm step parsed, remaining waiting time.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s consider an example of a tribe which has some building spots available and the task to build on those spots.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
scale 0.8&lt;br /&gt;
TribalRecipe *-- BuildingSpots&lt;br /&gt;
TribalRecipe *-- ThreeBuildings&lt;br /&gt;
ThreeBuildings *-- Breed : Not enough members&lt;br /&gt;
Breed *-- GatherFood : Not enough food&lt;br /&gt;
ThreeBuildings *-- GatherWood: Not enough wood&lt;br /&gt;
ThreeBuildings *-- GatherStone: Not enough stone&lt;br /&gt;
ThreeBuildings *-- LearnMasonry : knowledge masonry needed&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Having the tree above, it&#039;s easy to select the actions required to complete the task. We first get some more food. After that we get the required members, search for wood and stone, and finally build the buildings.&lt;br /&gt;
&lt;br /&gt;
= Tribe Info =&lt;br /&gt;
&lt;br /&gt;
== Brain ==&lt;br /&gt;
&lt;br /&gt;
Syntax: brain(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* x brain eg. behaviour to use for the tribe.&lt;br /&gt;
&lt;br /&gt;
Effect: Override the AbstractTribesman as the brain for the tribe.&lt;br /&gt;
&lt;br /&gt;
For each tribe the server create an tribe_&amp;lt;tribe_id&amp;gt; behavior that inherit from the brain given i the brain command. If no brain entry is given the tribe behaviour will use the AbstractTribesman behaviour. This can be used to create tribes with special behaviours.&lt;br /&gt;
&lt;br /&gt;
== Aggressivity ==&lt;br /&gt;
&lt;br /&gt;
Syntax: aggressivity(x);&lt;br /&gt;
&lt;br /&gt;
Arguments: &lt;br /&gt;
* x in { warlike, neutral, peaceful }&lt;br /&gt;
&lt;br /&gt;
Effect: Decides the way the tribe reacts to other entities around it&#039;s members:&lt;br /&gt;
* Warlike  -- Attack anything on sight.&lt;br /&gt;
* Neutral  -- Attack only if members are attacked.&lt;br /&gt;
* Peaceful -- If tribe members are attack they flee, trying to escape.&lt;br /&gt;
&lt;br /&gt;
Mechanics: Upon parsing this function, an extra reaction is added to the tribal npctype in respect of this function&#039;s argument.&lt;br /&gt;
&lt;br /&gt;
== LoadRecipe ==&lt;br /&gt;
&lt;br /&gt;
Syntax: loadRecipe(x); loadRecipe(x,distributed);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a Recipe Name&lt;br /&gt;
&lt;br /&gt;
Effect: Loads a recipe into the recipe tree. The new recipe&#039;s priority will be the current recipe&#039;s priority + 1.&lt;br /&gt;
&lt;br /&gt;
== LoadCyclicRecipe ==&lt;br /&gt;
&lt;br /&gt;
Syntax: loadCyclicRecipe(x,t);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a Recipe Name&lt;br /&gt;
* &#039;t&#039; is an int, representing the number of ticks (milliseconds) between recipe executions&lt;br /&gt;
&lt;br /&gt;
Effect: Loads a recipe into the recipe tree once every &#039;t&#039; ticks, with highest priority.&lt;br /&gt;
&lt;br /&gt;
== SleepPeriod ==&lt;br /&gt;
&lt;br /&gt;
Syntax: sleepPeriod(x);&lt;br /&gt;
&lt;br /&gt;
Arguments: x in { diurnal, nocturnal, nosleep }&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|diurnal&lt;br /&gt;
|22:00 - 06:00&lt;br /&gt;
|Sleep during night&lt;br /&gt;
|-&lt;br /&gt;
|nocturnal&lt;br /&gt;
|08:00 - 18:00&lt;br /&gt;
|Sleep during day&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Effect: Makes the tribe members sleep at the given period of day.&lt;br /&gt;
&lt;br /&gt;
Mechanics: Upon parsing this function, an extra reaction is added to the tribal npctype. The reaction should react to timeofday perceptions.&lt;br /&gt;
&lt;br /&gt;
= Requirements =&lt;br /&gt;
&lt;br /&gt;
== Building ==&lt;br /&gt;
&lt;br /&gt;
Syntax: building(x,y,r);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a building name.&lt;br /&gt;
* &#039;y&#039; is an int defining the quantity of buildings needed.&lt;br /&gt;
* &#039;r&#039; is the recipe needed to get the building if not available&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: At the moment, items are &#039;magically&#039; stored inside the tribal object. This object keeps track on items and buildings with the &#039;Asset&#039; structure. &#039;x&#039; can be any string with the condition that the tribe can actually gain the requested asset. Otherwise the requirement will never be met. Upon parsing this requirement, the tribal object checks it&#039;s asset arrays for the building &#039;x&#039; of quantity &#039;y&#039;.&lt;br /&gt;
&lt;br /&gt;
== Tribesman ==&lt;br /&gt;
&lt;br /&gt;
Syntax: tribesman(x,y);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* x is a tribesman type (types are not well-defined at the moment). Keyword &#039;any&#039; is accepted too in order to define any member.&lt;br /&gt;
* y is an int defining the number of tribesmen needed&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: The tribal object checks for a number &#039;y&#039; of tribesman typed &#039;x&#039; with the current behavior equal to the tribe&#039;s idle behavior. (e.g. &amp;quot;do nothing&amp;quot; behavior) If &#039;y&#039; members are found idle, the requirement is considered met.&lt;br /&gt;
&lt;br /&gt;
== Resource ==&lt;br /&gt;
&lt;br /&gt;
Syntax: resource(x,y,r);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* x is the resource name &lt;br /&gt;
* y is the resource quantity required&lt;br /&gt;
* r is the recipe needed to get the resource if not available&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: The tribal object checks for a &#039;y&#039; quantity of &#039;x&#039; resource. If this quantity is found then the resource is considered complete. $RESOURCE_AREA, $REPRODUCTION_RESOURCE and $REPRODUCTION_COST are valid variables.&lt;br /&gt;
&lt;br /&gt;
Judging by the way natural resources are defined, any string declared in natural_resources.sql as a resource can be parsed and mined by the tribe. By default, any new mine found by the tribesmen is stored as a memory named &#039;mine&#039;. Upon it&#039;s first mining action done on the &#039;mine&#039; memory, a reward is granted to the npc. When the NPC gets home and gives that to the tribal object, the memory &#039;mine&#039; is renamed after the reward. In conclusion, having a resource named &#039;Space Shuttle&#039; is valid and works.&lt;br /&gt;
&lt;br /&gt;
Note: The resource requirement just checks if enough resources are available. Use &#039;alterResource&#039; function in your recipes in order to actually substract resource from the tribe bank.&lt;br /&gt;
&lt;br /&gt;
== Knowledge ==&lt;br /&gt;
&lt;br /&gt;
Syntax: knowledge(x);&lt;br /&gt;
&lt;br /&gt;
Arguments: &#039;x&#039; can be any string.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: As described in the [[Tribe Design]] document, knowledge are tokens that keep track on technologies developed by the tribe. It&#039;s valid to request any string as long as it would be possible for the tribe to develop the knowledge. Otherwise the requirement will never be met.&lt;br /&gt;
&lt;br /&gt;
== Item ==&lt;br /&gt;
&lt;br /&gt;
Syntax: item(x,y);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is an item/building name.&lt;br /&gt;
* &#039;y&#039; is an int defining the quantity of items needed.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: At the moment, items are &#039;magically&#039; stored inside the tribal object. This object keeps track on items and buildings with the &#039;Asset&#039; structure. &#039;x&#039; can be any string with the condition that the tribe can actually gain the requested asset. Otherwise the requirement will never be met. Upon parsing this requirement, the tribal object checks it&#039;s asset arrays for the item &#039;x&#039; of quantity &#039;y&#039;.&lt;br /&gt;
&lt;br /&gt;
== Recipe ==&lt;br /&gt;
&lt;br /&gt;
Syntax: recipe(x,y);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a recipe name.&lt;br /&gt;
* &#039;y&#039; is an int defining the quantity of recipes needed.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: Upon parsing this requirement, the parser just adds an &#039;y&#039; number of &#039;x&#039; recipes to the recipe tree.&lt;br /&gt;
&lt;br /&gt;
This requirement isn&#039;t quite practical and should be avoided.&lt;br /&gt;
&lt;br /&gt;
== Trader (Not available) ==&lt;br /&gt;
&lt;br /&gt;
Syntax: trader(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is an item name&lt;br /&gt;
&lt;br /&gt;
Effect: This requirement should check the traders array for a nearby trader giving item &#039;x&#039;.&lt;br /&gt;
&lt;br /&gt;
== Memory ==&lt;br /&gt;
&lt;br /&gt;
Syntax: memory(m,p,r);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;m&#039; is a memory name&lt;br /&gt;
* &#039;p&#039; is a probability between 0-100. Setting this to 10 make it 10% probably that the r will be run even if m is found.&lt;br /&gt;
* &#039;r&#039; is a recipe that will be run if the memory isn&#039;t found.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: Upon parsing this requirement, the parser checks the memory array for a memory called &#039;m&#039;. If it is found, requirement is considered met. If it isn&#039;t found or the probability for failure has hit it will run the recipe &#039;r&#039;.&lt;br /&gt;
&lt;br /&gt;
= Algorithm Steps =&lt;br /&gt;
&lt;br /&gt;
== AddKnowledge ==&lt;br /&gt;
&lt;br /&gt;
Syntax: addKnowledge(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; can be any string.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: Adds the &#039;x&#039; token as a piece of knowledge in the knowledge array.&lt;br /&gt;
&lt;br /&gt;
== AlterResource ==&lt;br /&gt;
&lt;br /&gt;
Syntax: alterResource(x,y);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a resource name&lt;br /&gt;
* &#039;y&#039; is an int describing quantity&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: Upon parsing this function, the parser modifies the quantity of resources available in the tribe.&lt;br /&gt;
&lt;br /&gt;
Note: The &#039;y&#039; value will be added to the current value in the tribe&#039;s bank. Use negative value to represent costs. (e.g. alterResource(gold,-20); in order to pay for a building)&lt;br /&gt;
&lt;br /&gt;
== Attack ==&lt;br /&gt;
&lt;br /&gt;
Syntax: attack();&lt;br /&gt;
&lt;br /&gt;
Arguments: None.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends to previously selected members the &#039;tribe:attack&#039; perception to attack a previously selected location. If the selected location is not an attackable entity they will simply move there and attack whatever is near.&lt;br /&gt;
&lt;br /&gt;
== Gather == &lt;br /&gt;
&lt;br /&gt;
Syntax: gather();&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends previously selected members to a previously selected field and fires their &#039;tribe:gather&#039; behavior.&lt;br /&gt;
&lt;br /&gt;
== GoWork ==&lt;br /&gt;
&lt;br /&gt;
Syntax: goWork(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is an int defining the number of seconds the npcs should work for.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: The &#039;goWork&#039; function sends previously selected npcs to a previously selected location, set the npc buffer [Work_Duration] to &#039;x&#039; and send &#039;tribe:work&#039; behavior.&lt;br /&gt;
&lt;br /&gt;
== Guard (Not available) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
  guard() function not implemented yet, use percept(selection, tribe:guard) instead.&lt;br /&gt;
&lt;br /&gt;
Syntax: guard();&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends previously selected members to guard the selected location. Members will just patrol the area and attack whatever poses a threat.&lt;br /&gt;
&lt;br /&gt;
== LoadLocation ==&lt;br /&gt;
&lt;br /&gt;
Syntax: loadLocation(x,y,z,r);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039;, &#039;y&#039; and &#039;z&#039; are a set of coordinates.&lt;br /&gt;
* &#039;r&#039; is the location name.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: add a new memory in the Database, adding a new location named &amp;quot;work&amp;quot; in the coordinates x,y,z.&lt;br /&gt;
&lt;br /&gt;
== LocateMemory ==&lt;br /&gt;
&lt;br /&gt;
Syntax: locateMemory(x,r);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a memory name.&lt;br /&gt;
* &#039;r&#039; is a recipe to load if the memory &#039;x&#039; isn&#039;t found.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It looks in the tribe&#039;s memory array for the memory called &#039;x&#039; and loads it into the previous selected npc&#039;s buffers. It is vital to use it before basic functions like mine,gather,guard,attack that use the npc buffers to execute.&lt;br /&gt;
&lt;br /&gt;
== LocateResource ==&lt;br /&gt;
&lt;br /&gt;
Syntax: locateResource(x,r);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a resource name.&lt;br /&gt;
* &#039;r&#039; the recipe to load if no resource &#039;x&#039; is found&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: This function works like the above-mentioned &#039;locateMemory&#039; function. The sole difference is that this function tries to locate resource &#039;x&#039;, and it case it fails it tries to locate memories &#039;mine&#039; or &#039;field&#039;. (which are the standard names of unprospected/undiscovered resource zones). In case nor &#039;mine&#039; or &#039;field&#039; are found, it sends the previous selected npcs to explore for them.&lt;br /&gt;
&lt;br /&gt;
== LocateBuildingSpot ==&lt;br /&gt;
&lt;br /&gt;
Syntax: locateBuildingSpot(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a building name.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: This functions locates a building spot previously reserved via &#039;reserveBuildingSpot&#039; function. It searches for building spots in the asset array and set the selected assess in the npc building spot asset. The NPC can use the [[Behavior_Operations#Build Operation|Build Operation]] to build a building at the selected spot.  NBUFFER[Building] is set to x, and NBUFFER[Work_Duration] is set to the building time of the building.&lt;br /&gt;
&lt;br /&gt;
Example Tribe Script:&lt;br /&gt;
&lt;br /&gt;
  select(Worker,1);locateBuildingSpot(Campfire);percept(selection,tribe:build)&lt;br /&gt;
&lt;br /&gt;
Example NPC Script:&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;behavior name=&amp;quot;DoBuild&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;locate obj=&amp;quot;building_spot&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;navigate /&amp;gt;&lt;br /&gt;
      &amp;lt;wait duration=&amp;quot;$NBUFFER[Work_Duration]&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;build /&amp;gt;&lt;br /&gt;
      &amp;lt;talk text=&amp;quot;Nice work building this $NBUFFER[Building]&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;/behavior&amp;gt;&lt;br /&gt;
  &amp;lt;react event=&amp;quot;tribe:build&amp;quot; behavior=&amp;quot;DoBuild&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mate ==&lt;br /&gt;
&lt;br /&gt;
Syntax: mate();&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends previously selected members to their home and fires their &#039;tribe:breed&#039; behavior.&lt;br /&gt;
&lt;br /&gt;
Note: By default, the &#039;mate&#039; functions requires no resources and has no checks. Use it in a recipe that checks that enough resources for breeding are available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
  select(any,1);&lt;br /&gt;
  setBuffer(selection,Reproduce_Type,$member_type);&lt;br /&gt;
  mate();&lt;br /&gt;
  alterResource($REPRODUCTION_RESOURCE, -$REPRODUCTION_COST);&lt;br /&gt;
&lt;br /&gt;
== Mine ==&lt;br /&gt;
&lt;br /&gt;
Syntax: mine();&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends previously selected members to a previously selected mine and fires their &#039;tribe:mine&#039; behavior.&lt;br /&gt;
&lt;br /&gt;
== Percept ==&lt;br /&gt;
&lt;br /&gt;
Syntax: percept(t,p);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;t&#039; is either selection or tribe&lt;br /&gt;
* &#039;p&#039; is the perception to send&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends a perception to previously selected members or to the tribe.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
  select(any,1);&lt;br /&gt;
  percept(selection,tribe:gather)&lt;br /&gt;
  percept(tribe,tribe:flee)&lt;br /&gt;
&lt;br /&gt;
== ReserveSpot ==&lt;br /&gt;
&lt;br /&gt;
Syntax: reserveSpot(x,y,z,bname);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039;, &#039;y&#039; and &#039;z&#039; are coordinates in the same sector as the tribe&lt;br /&gt;
* &#039;bname&#039; is the building name we want to reserve the spot for&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: This function is used so the scripter (you) can arrange the future village of the tribe. When creating a tribe, a recipe containing building spots should be wrote in order to pinpoint where building should be constructed in the future.&lt;br /&gt;
&lt;br /&gt;
== Select ==&lt;br /&gt;
&lt;br /&gt;
Syntax: select(x,y);&lt;br /&gt;
&lt;br /&gt;
Arguments: &lt;br /&gt;
* &#039;x&#039; is a tribe member type. Types can be crated using the [[Behavior_Operations#Reproduce_Operation|Reproduce Operation]]&lt;br /&gt;
* &#039;y&#039; is an int defining the number of members to be selected.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: The &#039;select&#039; function is probably the most important algorithm step. It selects the members passed as arguments and keeps them in a temporary npc array so they can accept orders from the next algorithm steps. It actually works like selecting units and commanding them in a strategy game. After a &#039;select&#039; function, all next algorithm steps apply to selected members only, until another &#039;select&#039; command is issued or the recipe is completed.&lt;br /&gt;
&lt;br /&gt;
  Example:&lt;br /&gt;
     // Will send 3 miners to mine for gold.&lt;br /&gt;
     select(miner,3);&lt;br /&gt;
     locateResource(gold,Explore);&lt;br /&gt;
     mine();&lt;br /&gt;
&lt;br /&gt;
== SetBuffer ==&lt;br /&gt;
&lt;br /&gt;
Syntax: setBuffer(target,name,value);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;target&#039; is either selection or tribe.&lt;br /&gt;
* &#039;name&#039; is the name of the buffer to set.&lt;br /&gt;
* &#039;value&#039; is the new value to set for Buffer.&lt;br /&gt;
&lt;br /&gt;
For selection this resolve to NBUFFER[name] in recipes and $NBUFFER[name] in behaviors.&lt;br /&gt;
For tribes this resolve to TBUFFER[name] in recipes and $TBUFFER[name] in behaviors.&lt;br /&gt;
&lt;br /&gt;
This set the buffers used by [[NPC Variables]] to replace buffers.&lt;br /&gt;
&lt;br /&gt;
Example: &lt;br /&gt;
&lt;br /&gt;
In an algorithm:&lt;br /&gt;
 select(Worker,2);&lt;br /&gt;
 setBuffer(selection,Work_Time,10);&lt;br /&gt;
 percept(tribe:work);&lt;br /&gt;
 &lt;br /&gt;
In a NPC behavior:&lt;br /&gt;
 &amp;lt;wait duration=&amp;quot;$NBUFFER[Work_Time]&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wait ==&lt;br /&gt;
&lt;br /&gt;
Syntax: wait(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is an float defining number seconds to halt recipe for.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: This function sets the wait time for a recipe. By default, no recipes with a wait time bigger than 0 are reparsed. As a consequence, applying wait time to a recipe will make the parser halt the current recipe at the current algorithm step and parse other recipes that wait in line. The function will also fire the &#039;tribe:wait&#039; reaction.&lt;br /&gt;
&lt;br /&gt;
[[Category:Server Design]] [[Category:NPCClient Design]] [[Category:NPCClient Scripting]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=21075</id>
		<title>Combat System</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=21075"/>
		<updated>2016-05-15T21:17:52Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: /* Assassin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= List of Combat buffs/debuffs =&lt;br /&gt;
&lt;br /&gt;
== Attack Advantage ==&lt;br /&gt;
This buff gives the attacker a better chance to hit the opponent; it&#039;s harder for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Attack Disadvantage==&lt;br /&gt;
This debuff makes it harder for the opponent to DODGE incoming attacks.&lt;br /&gt;
&lt;br /&gt;
==Defence Advantage==&lt;br /&gt;
This buff boost the attacker&#039;s defence by making it easier for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Defence Disadvantage==&lt;br /&gt;
This debuff lower the target&#039;s defence by making it harder for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Block Advantage==&lt;br /&gt;
This buff boost the attacker&#039;s parrying capability by making it easier for him to BLOCK.&lt;br /&gt;
&lt;br /&gt;
==Block Disadvantage==&lt;br /&gt;
This debuff lower the target&#039;s parrying capability by making it harder for him to BLOCK.&lt;br /&gt;
&lt;br /&gt;
==Block Hampering==&lt;br /&gt;
Next attempt to BLOCK will automatically fail.&lt;br /&gt;
&lt;br /&gt;
==Automatic Block==&lt;br /&gt;
Next attempt to BLOCK will automatically succeed.&lt;br /&gt;
&lt;br /&gt;
==Extra Damage==&lt;br /&gt;
Extra damage is applied directly after the target has been hit, there can be several type of damage. The most common are: piercing, bludgeoning, slashing.&lt;br /&gt;
&lt;br /&gt;
==Stun==&lt;br /&gt;
The attacker is unable to move for a few second.&lt;br /&gt;
&lt;br /&gt;
==Bleeding==&lt;br /&gt;
The target is wounded and the wound causes a bleeding. The target lose health over time.&lt;br /&gt;
&lt;br /&gt;
==Fatigue==&lt;br /&gt;
The attack fatigue the target, he lose physical stamina over time.&lt;br /&gt;
&lt;br /&gt;
==Maim==&lt;br /&gt;
The attacker is severely wounded his endurance is penalized for some time.&lt;br /&gt;
&lt;br /&gt;
==Ensnare==&lt;br /&gt;
The attacker movement is hampered, his agility is penalized.&lt;br /&gt;
&lt;br /&gt;
==Interrupt Spellcasting==&lt;br /&gt;
This attack is specially aimed at interrupting a spellcaster from casting their spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Main Combat Styles =&lt;br /&gt;
&lt;br /&gt;
== Single Handed Sword ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Knives &amp;amp; Daggers | Knives &amp;amp; Daggers]] level 10 or [[Players Guide/Skills#Sword | Sword]] level 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all swords, all knives and daggers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Single Handed Sword) --&amp;gt; (Side Thrust\nReq.: sword 10)&lt;br /&gt;
(Side Thrust\nReq.: sword 10) --&amp;gt; (Lunge\nReq.: sword 30)&lt;br /&gt;
(Lunge\nReq.: sword 30) --&amp;gt; (Beat Attack\nReq.: sword 50)&lt;br /&gt;
(Beat Attack\nReq.: sword 50) --&amp;gt; (Disengage\nReq.: sword 70)&lt;br /&gt;
(Disengage\nReq.: sword 70) --&amp;gt; (Circular Parry\nReq.: sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Side Thrust&#039;&#039;&#039;: A sword attack hitting with the blade edge.&lt;br /&gt;
* &#039;&#039;&#039;Lunge&#039;&#039;&#039;: An attack made by extending the front leg, using a slight kicking motion and propelling the body forward with the back leg.&lt;br /&gt;
* &#039;&#039;&#039;Beat Attack&#039;&#039;&#039;: The attacker beats the opponent&#039;s blade to gain priority and continues the assault against the target area.&lt;br /&gt;
* &#039;&#039;&#039;Disengage&#039;&#039;&#039;: Attacker begin his attack in one direction, moving quickly, then point down in a semi-circle to attack a different location. A feint used to trick the opponent into blocking in the wrong direction.&lt;br /&gt;
* &#039;&#039;&#039;Circular Parry&#039;&#039;&#039; : The attacker sword is twisted in a circle to catch the opponent&#039;s weapon tip and deflect it away. It is commonly used to counter a disengage. An advanced defensive technique.&lt;br /&gt;
&lt;br /&gt;
== Archery ==&lt;br /&gt;
&lt;br /&gt;
The hunters, the rangers or even the stealthy characters might choose the bows for its high accuracy, keeping ennemy at far range. The archer has a poor defense but he can take on a lot of ennemies in few seconds with deadly shots. Archery is hard to master but a well rewarding style.&lt;br /&gt;
Strenght is vital for the archer, allowing him to draw longer bows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Ranged | Ranged]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all bows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Archery) --&amp;gt; (Precise Shot\nReq.: all bows, Ranged 10)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Rapid Shot\nReq.: shortbow, Ranged 30)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Snap Shot\nReq.: longbow,  Ranged 30, STR 100)&lt;br /&gt;
(Rapid Shot\nReq.: shortbow, Ranged 30) --&amp;gt; (Kneeled Aim\nReq.: shortbow, Ranged 50)&lt;br /&gt;
(Snap Shot\nReq.: longbow,  Ranged 30, STR 100) --&amp;gt; (Ulber Shot\nReq.: longbow, Ranged 50, STR 200)&lt;br /&gt;
(Kneeled Aim\nReq.: shortbow, Ranged 50) --&amp;gt; (Hail of Arrows\nReq.: shortbow, Ranged 70)&lt;br /&gt;
(Ulber Shot\nReq.: longbow, Ranged 50, STR 200) --&amp;gt; (Pierce the Fortress\nReq.: longbow, Ranged 70, STR 300)&lt;br /&gt;
(Hail of Arrows\nReq.: shortbow, Ranged 70) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100, STR 300)&lt;br /&gt;
(Pierce the Fortress\nReq.: longbow, Ranged 70, STR 300) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100, STR 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Precise Shot&#039;&#039;&#039;: Slower but more precise shot, takes longer and inflitcs higher damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rapid Shot&#039;&#039;&#039;: Attacker aim the opponent, draw the string with the thumb, which allow him to walk left and right while shooting arrows very quickly. Attacker can shoot many arrows in few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Snap-Shot&#039;&#039;&#039;: Archer release a first arrow onto target, immediatly followed by a second arrow, slightly delayed, inflicting a powerful double attack with increased damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kneeled Aim&#039;&#039;&#039;: Attacker kneel onto the ground then sit on his heels. Attacker raise the bow, draw the string until the back of the arrow reach the corner of his mouth with three finger and aim right into the opponent chest, almost at close range. No defensive stance possible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ulber Shot&#039;&#039;&#039;: Archer pull the string, which require a good endurance and release an arrow that stagger opponent for few second. Stun effect.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hail of Arrows&#039;&#039;&#039;: Attacker hold several arrows in between the fingers of the draw hand, allowing fast repeat shots. A quick hail of arrows, you&#039;re luck if you&#039;ve not been shot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pierce the Fortress&#039;&#039;&#039;: Attacker aim and release a powerful arrow penetrating mail and plate mail and possibly affecting several aligned targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Incendiary Arrows&#039;&#039;&#039;: By alchemical means, attacker set his arrow on fire, aim and release a &amp;quot;rain&amp;quot; of arrows. Damage over time. Require the possession of a specific potion and the spell Flaming Weapon to be Off.&lt;br /&gt;
&lt;br /&gt;
== War Hammering ==&lt;br /&gt;
&lt;br /&gt;
The War Hammering fighting style is particulary efficient against an armored opponent or group of opponent, especially against plate mail in close combat action.  Hammers and maces allow one to maintain typical long reach of swords while still inflicting damage to armored opponent. This fighting style is slow and can be dodged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Strength (STR) 50.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Mace &amp;amp; Hammer | Mace &amp;amp; Hammer]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all mace &amp;amp; hammer weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(War Hammering) --&amp;gt; (Arm Smash\nReq.: Mace &amp;amp; Hammer 10)&lt;br /&gt;
(Arm Smash\nReq.: Mace &amp;amp; Hammer 10) --&amp;gt; (Break the Guard\nReq.: Mace &amp;amp; Hammer 30)&lt;br /&gt;
(Break the Guard\nReq.: Mace &amp;amp; Hammer 30) --&amp;gt; (Battering Ram\nReq.: Mace &amp;amp; Hammer 50, STR 150)&lt;br /&gt;
(Battering Ram\nReq.: Mace &amp;amp; Hammer 50, STR 150) --&amp;gt; (Shield Pinning\nReq.: Mace &amp;amp; Hammer 70)&lt;br /&gt;
(Shield Pinning\nReq.: Mace &amp;amp; Hammer 70) --&amp;gt; (Swirling Hammer\nReq.: Mace &amp;amp; Hammer 100, STR 250)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arm Smash&#039;&#039;&#039;: Attacker use the head of his mace or hammer to attack his opponent&#039;s armed hand. Slow but  gives the opponent an attack malus for few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Break the Guard&#039;&#039;&#039;: Attacker swing his weapon across from side to side, fencing the opponent&#039;s weapon or shield off. Gives the opponent a defense malus for few seconds. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Battering Ram&#039;&#039;&#039;: Main hand at the base of the weapon, other hand just under weapon head, attacker lean slightly then gives a battering ram like hit onto opponents legs, backs off quickly then slash down a tremendous blow with all the weight of his weapon onto the unbalanced opponent. Can stun for a few seconds. Cannot be performed with any defensive stance. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Pinning&#039;&#039;&#039;: Attacker smash down firmly his weapon on the opponent shield, grappling it, making it fall to the ground or pinning it down. Gives an attack advantage for a few seconds. If the opponent do not use shield but is armored, this power attack will lower his defense capability. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Swirling Hammer&#039;&#039;&#039;: Attacker swirl his mace or hammer above his head then smash it down in a powerful move, hitting several targets. Stuns opponents for a few seconds.&lt;br /&gt;
&lt;br /&gt;
= Secondary Combat Styles =&lt;br /&gt;
&lt;br /&gt;
== Shield Mastery ==&lt;br /&gt;
&lt;br /&gt;
This style hightly favor the defense. The attacker can favor heavy shields to create a true wall around him or favor light ones and use them as weapons delivring blunt damage. Good defensive ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Shield Handling | Shield Handling]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena Schools&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Shield Mastery) --&amp;gt; (Fast Block\nReq.: Shield Handling 10)&lt;br /&gt;
(Fast Block\nReq.: Shield Handling 10) --&amp;gt; (Shield Slam\nReq.: Shield Handling 30)&lt;br /&gt;
(Shield Slam\nReq.: Shield Handling 30) --&amp;gt; (Thwarting Attack\nReq.: Shield Handling 50)&lt;br /&gt;
(Thwarting Attack\nReq.: Shield Handling 50) --&amp;gt; (Wall of Shields\nReq.: Shield Handling 70)&lt;br /&gt;
(Wall of Shields\nReq.: Shield Handling 70) --&amp;gt; (Shield Push\nReq.: any weapons 100, Shield Handling 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fast Block&#039;&#039;&#039;: By feinting an attack, you are able to put up a defence able to block quickly several of his opponent hits.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Slam&#039;&#039;&#039;: Deliver a powerful blow with your shield stunning the opponent for some time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Thwarting Attack&#039;&#039;&#039;: Setup a powerful defensive attack. Next time you&#039;re under attack, use the opponent&#039;s force to hit back with the shield several times, knocking the opponent off for a few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wall of Shields&#039;&#039;&#039;: By raising your shield against the enemies you are able to protect yourself and your friends from the enemies.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Push&#039;&#039;&#039;: Attacker tighten his shields close by and charge the opponent, pushing him backward. Annihilate opponent&#039;s attack power for few seconds.&lt;br /&gt;
&lt;br /&gt;
== Barbaric ==&lt;br /&gt;
&lt;br /&gt;
This style is designed to all the mighty warriors that likes to smash and bash in the fire of battles. Charge in and hit with the power of your strength and the blunt force of your weapon(s). This style doesn&#039;t require as much strengh as we think, the mass of the weapon contribute alone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Strength (STR) 50.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Mace &amp;amp; Hammer | Mace &amp;amp; Hammer]] level 10 or [[Players Guide/Skills#Sword | Sword]] level 10 or [[Players Guide/Skills#Axe | Axe]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all maces and hammers, all swords, all axes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Barbaric) --&amp;gt; (Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10)&lt;br /&gt;
(Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10) --&amp;gt; (Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30)&lt;br /&gt;
(Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30) --&amp;gt; (Guard Wreck\nReq.: Mace &amp;amp; Hammer 50 or Axe 50 or Sword 50, STR 200)&lt;br /&gt;
(Guard Wreck\nReq.: Mace &amp;amp; Hammer 50 or Axe 50 or Sword 50, STR 200) --&amp;gt; (Feint &amp;amp; Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70)&lt;br /&gt;
(Feint &amp;amp; Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70) --&amp;gt; (Whirlwind Strike\nReq.: Mace &amp;amp; Hammer 100 or Axe 100 or Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power Attack&#039;&#039;&#039;: Attacker swing his weapon onto opponent body sides. A powerful attack able to cause more damage but at the expenses of accuracy..&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mighty Swing&#039;&#039;&#039;: Attacker quickly gets down and swings his weapon toward the opponent&#039;s legs, then stands up and lands a second strike on any part of opponent&#039;s body, if the attack hits the head the damage is doubled. Powerful but less accurate. Cannot be used with defensive stances.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Guard Wreck&#039;&#039;&#039;: Using the weight of your weapon, smash right in the opponent guard rending him unavailable to attack properly for few second. This inflict opponent of an attack penalty.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Feint &amp;amp; Smash&#039;&#039;&#039;: The attacker feints a low hit toward the opponent&#039;s feet to attract his attention on blocking low, then makes a turn around and strike the opponent&#039;s other side. Give a few second attack advantage as opponent is knocked backward and stunned.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Whirlwind Strike&#039;&#039;&#039;: By using the full strength of the body the attacker swings his weapon making a circular attack. If not blocked from the start (by the target), the attacker will be able to deal damage to anyone around him. Not particulary accurate but do high damage.&lt;br /&gt;
&lt;br /&gt;
= Quest Chain Combat Styles =&lt;br /&gt;
&lt;br /&gt;
== Infantry ==&lt;br /&gt;
&lt;br /&gt;
As opposed to the Barbaric style, the Infantry style relies more on training and discipline than sheer strength. Soldiers are usually trained to fight with this style. The Infantry style is ideal when coupled with Shield Mastery for one-handed weapon users. This style can be used with any weapon. Equally good at attack and defense, this style is at a disadvantage against two handed weapon or polearms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: any [[Players Guide/Skills#Combat Skills | weapons skills]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Existing Quest Chain&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Infantry) --&amp;gt; (Set to Charge\nReq.: any weapons 10)&lt;br /&gt;
(Set to Charge\nReq.: any weapons 10) --&amp;gt; (Charge Block\nReq.: any weapons 30)&lt;br /&gt;
(Charge Block\nReq.: any weapons 30) --&amp;gt; (Counter Strike\nReq.: any weapons 50)&lt;br /&gt;
(Counter Strike\nReq.: any weapons 50) --&amp;gt; (Infantry Feint\nReq.: any weapons 70)&lt;br /&gt;
(Infantry Feint\nReq.: any weapons 70) --&amp;gt; (Infantry Wrath\nReq.: any weapons 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Set to Charge&#039;&#039;&#039;: Perform a frontal charge against the enemy. This attack requires preparation but gives a higher attack bonus for a period of time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Charge Block&#039;&#039;&#039;: By setting up to receive a charge, the attacker is given a defensive bonus at the expense of attack power. If the attacker is performing a Charge, will deal extra damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Counter Strike&#039;&#039;&#039;: By preparing oneself to receive the attack, the defender can fire a counterstrike for greater effects.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Feint&#039;&#039;&#039;: Attacker bend his weapon to the opponent one then push him over before delineating a powerful blow on opponent back. Stun opponent for few second.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Wrath&#039;&#039;&#039;: Fence your opponent weapon off with your shield then jump hit him with the weapon. Stun for few second and high slash/blunt/pierce damage with jumped movement. Very fast move, unblockable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Assassin ==&lt;br /&gt;
&lt;br /&gt;
This style is mostly used by the stealthy characters and the warriors that favor knives, daggers or shortswords use. It requires agility, has a deadly attack power but is less good in defense. Disadvantage against &amp;quot;barbaric&amp;quot; opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: Assassin Weapon 10, Knife &amp;amp; Dagger or Sword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knives, daggers, shortswordsWeapons: all weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Existing Quest Chain&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Assassin) --&amp;gt; (Lethal Takedown)&lt;br /&gt;
(Assassin) --&amp;gt; (Furtive Strike)&lt;br /&gt;
(Lethal Takedown) --&amp;gt; (Slit the Throat)&lt;br /&gt;
(Furtive Strike) --&amp;gt; (Slit the Throat)&lt;br /&gt;
(Slit the Throat) --&amp;gt; (Backstabbing Blow)&lt;br /&gt;
(Backstabbing Blow) --&amp;gt; (Coup de grace)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Lethal Takedown&#039;&#039;: Attacker attacks from the opponent&#039;s back, and tries to take the opponent down by hitting him on heels or the legs. The wounds caused by this attack bleed over time and reduce the opponent&#039;s agility.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Furtive Strike&#039;&#039;: Attacker call on his anatomy knowledge to strike with a punch a vital spot making the target unnaturally fatigued for some time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slit the Throat&#039;&#039;: Attacker strikes the oppnent&#039;s back, grab the opponent&#039;s head and tries to slits the throat. It requires a good timing and concentration but is able to inflict a letal wound. The wounds caused by this attack cause an extra bleeding over time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Backstabbing Blow&#039;&#039;: Attacker grabs opponent wrist, turns around on himself while pulling opponent forward and stab him in the back. The defender bleeds and is given a Defence Disadvantage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Coup de grace&#039;&#039;: A fast-paced kill attack which must be performed when the attacker is nearly dead. Standing in front of the opponent, attacker bring his weapon up to the right and slash it down to the left across his body, repeat the moove from top left to bottom right then finish on a down to up moove. Gives bleeding debuff and can one shot kill the target.&lt;br /&gt;
&lt;br /&gt;
= Combat styles under development =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fencing ==&lt;br /&gt;
Fencing style is more refined and less brutal than other weapon styles, it relies more on agility and speed instead of sheer strength and muscle power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill level 10, Agility (AGI) 60&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Longsword, Shortsword, Sabre&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fencing) --&amp;gt; (A)&lt;br /&gt;
(Fencing) --&amp;gt; (B)&lt;br /&gt;
(A) --&amp;gt; (Feint\nReq.: AGI 80, Sword 20)&lt;br /&gt;
(B) --&amp;gt; (Feint\nReq.: AGI 80, Sword 20)&lt;br /&gt;
(Feint\nReq.: AGI 80, Sword 20) --&amp;gt; (Risposte\nReq.: AGI 80, Sword 40)&lt;br /&gt;
(Risposte\nReq.: AGI 80, Sword 40) --&amp;gt; (D\nReq.: AGI 80, Sword 60)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Left-hand ==&lt;br /&gt;
&lt;br /&gt;
This fighting style is sophisticate. It require an high flexibility and agility, beeing able to feint with suppleness and surprise the opponent with fast body and weapon moove. This style focus on the speed and attack power. Poor defense, this style is at disadvantage against shielded opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sword, Shortsword, Knife, Dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Left-hand) --&amp;gt; (Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10) --&amp;gt; (Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30)&lt;br /&gt;
(Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30) --&amp;gt; (The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100)&lt;br /&gt;
(The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100) --&amp;gt; (Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70) --&amp;gt; (Feint of the Left-hand\nReq.: Sword 100, Knife &amp;amp; Dagger 100, Agility 200)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Thrust&#039;&#039;: Attacker raise sword horizontaly and parry opponent attack for few second. He, while then, lay down a bit and thrust forward at the opponent onto the chest with the dagger. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Cross Parry&#039;&#039;: Attacker cross firmly his sword and dagger hilts and parry opponent attack. Attacker then push his opponent backward and quickly open his arms, giving fast slash of his weapons. Slight Defense advantage for a few second. Eventual slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Sliding&#039;&#039;: Attacker quickly side face opponent, the tip of the sword up letting opponent weapon slide along his sword blade. Opponent is driven forward by his movement and attacker raise left hand above and stab his neck. Give time for attacker to step back.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Hilt Catch&#039;&#039;: Quickly dodge opponent attack with a side step and catch the hilt of his weapon with the dagger. Follow with a fast slash of the sword. High pierce damage. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Feint of the Left-hand&#039;&#039;: Attacker engage the opponent with main weapon (sword) by doing big whirls. Attract your opponent attention on your main weapon then surprise him with a swift attack of the left-hand weapon (small weapon). Easily pierce opponent defense. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
== Two-Axe ==&lt;br /&gt;
&lt;br /&gt;
The axe is a perfect compromise between sword and hammer, give the speed and slash damage of the sword and permit attacker to crush on opponent like with an hammer. This style is highly balanced but hard to master. Primary mean of defense is dodging for axe weilders. Good for speedy, deadly attack and nasty tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Axe skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all axes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-Axe) --&amp;gt; (Close Whack\nReq.: Axe 10)&lt;br /&gt;
(Close Whack\nReq.: Axe 10) --&amp;gt; (Block and Poke\nReq.: Axe 30)&lt;br /&gt;
(Block and Poke\nReq.: Axe 30) --&amp;gt; (Strike and Pull\nReq.: Axe 50)&lt;br /&gt;
(Strike and Pull\nReq.: Axe 50) --&amp;gt; (Tricked Hook\nReq.: Axe 70)&lt;br /&gt;
(Tricked Hook\nReq.: Axe 70) --&amp;gt; (Master Blow\nReq.: Axe 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Close Whack&#039;&#039;: Power moove for close combat. Attacker whack opponent on the head with the end of his axe&#039;s haft. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Block and Poke&#039;&#039;: With right-hand axe haft, attacker block opponent move and poke in the pit of his stomach by a blunt thrust of his left-hand axe-head. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Strike and Pull&#039;&#039;: Swing axe aiming at the ennemy and when the haft strikes the ennemy&#039;s body, the attacker fix the axe in that position and then shift the whole body back by sliding the rear foot backward. Attack bonus. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Tricked Hook&#039;&#039;: Attacker hook over the neck of opponent with axe head to compel him to move in another direction. Attacker can then smash his other axe onto the back of the opponent. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Master Blow&#039;&#039;: The wielder swirl his axes around, confusing his opponent before delivring a double straight blow. The attacker use the balance of his axes to concentrate all the force of the blow into a small section of the edge so the axes has enough power to punch throught helmet or mail. High pierce damage. Bloody stance needed, bad defense for attacker.&lt;br /&gt;
&lt;br /&gt;
== Two-handed Fencing ==&lt;br /&gt;
&lt;br /&gt;
This style is very popular among the warriors, especially the tall races. A claymore permit to attack with an extra range and use the weapon lenght to do more damage. Those weapon are designed for close combat and duels. They make up for the weapon&#039;s slowness on the defence and can allow another blade to be momentarily trapped or bound up. Style Equally good in attack and defense, it require strenght, endurance and a good technique. Very effective against armored opponent. Disadvantage against small weapon users.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Strength 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: claymore&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-handed Fencing) --&amp;gt; (Edge Cut\nReq.: Sword 10)&lt;br /&gt;
(Edge Cut\nReq.: Sword 10) --&amp;gt; (Angry Charge\nReq.: Sword 30)&lt;br /&gt;
(Angry Charge\nReq.: Sword 30) --&amp;gt; (Metal Barrier\nReq.: Strength 200, Endurance 200)&lt;br /&gt;
(Metal Barrier\nReq.: Strength 200, Endurance 200) --&amp;gt; (The Bound\nReq.: Sword 70)&lt;br /&gt;
(The Bound\nReq.: Sword 70) --&amp;gt; (Blade Swirl\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Edge Cut&#039;&#039;: Attacker whirls around his claymore horizontaly  from up right to down on his opponent shoulders or arms with the sharp edge of the blade. This large moove describe almost a complet circle which increase the impact force. High slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Angry Charge&#039;&#039;: Attacker start with a high stance, with claymore above his head, the tip of the sword menacing the opponent face, both hands on the pommel. Attacker extend his arms in front of him then moove forward in a charge, straight to the target. Fast Attack with high pierce damage if not blocked.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Metal Barrier&#039;&#039;: Attacker present his claymore horizontaly, left hand on the pommel, right hand grabing the blade firmly, presenting the open space to the opponent weapon for an effective block. Efficient on defensives modes. Require to wear armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Bound&#039;&#039;: Attacker firmly stop opponent attack moove by putting his weapon blade against his opponent one. He then exert a pression to drive the opponent weapon away without cuting the blades bound. Attacker get close by opponent, his blade slipping straight to the opponent body. Defense bonus + Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Swirl&#039;&#039;: Close combat moove. Right hand on the pommel, left hand in the middle of the blade, the tip of the claymore pointed toward the ennemy&#039;s head, Attacker gives a powerfull hit on the opponent helmet with the tip of the blade, Attacker then swirl his blade around, pommel forward he excute a low sweep toward opponent legs. This combo is unstoppable, give high pierce then blunt damage. Require to wear armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
== Staff and Spear ==&lt;br /&gt;
&lt;br /&gt;
Combat with a stick or a quaterstaff has a long and varied history mostly due to the fact that it is very easy to manufacture. The quaterstaff is a long, slender club like structure that is used to deliver blunt, crushing blows. It is traditionaly made of oak or ash. The lenght can vary from 1,8 to 5,4 meters. This weapons is mostly used by martial art practitioners to keep ennemy at range. All the fighting maneuvers are fast-paced. Require an high agility and accuracy. This weapon can hurt even armored opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Polearm &amp;amp; Spear skill 0, Agility 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all polearm &amp;amp; spear weapons&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Staff &amp;amp; Spear) --&amp;gt; (Downward Strike\nReq.: Polearm &amp;amp; Spear 10)&lt;br /&gt;
(Downward Strike\nReq.: Polearm &amp;amp; Spear 10) --&amp;gt; (Defense Manoeuver\nReq.: Endurance 100, Agility 100)&lt;br /&gt;
(Defense Manoeuver\nReq.: Endurance 100, Agility 100) --&amp;gt; (Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150)&lt;br /&gt;
(Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150) --&amp;gt; (Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200)&lt;br /&gt;
(Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200) --&amp;gt; (Thrust Fury\nReq.: Polearm &amp;amp; Spear 100, Endurance 300, Agility 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Downward Strike&#039;&#039;: Staff hold by the non-dominant hand at the base of the weapon, other hand placed a quarter of the way up the staff. Attacker then drop the top hand to deliver a blow with the quarterstaff on opponent mid-section. Then, the warrior deliver an overhead blow to the back of the ennemy as he crouche over in pain. Double blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defense Manoeuver&#039;&#039;: Attacker block any blow by mooving his dominant hand which should be placed a quarter of the way up the staff. Bottom hand remain stationary while the dominant hand move in the direction that the blow is coming from. This moove is very precise and permit attacker to block most of the attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Upward Strike&#039;&#039;: Attacker left shoulder face opponent left shoulder. Long range. Attacker step forward opponent, knees sightly bent, attacker give a quick blow at the left side of opponent head with the left tip of the quaterstaff. Attacker then quickly change side and bring the right end of the staff up in a blow at the opposite side of opponent head. Double Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Stun&#039;&#039;: Body well cocked for maximum striking force, holding the staff straight behind him, attacker deliver a powerful horizontal strike at any part of opponent body. Bloody Stance. An hit delivred with this moove stun the opponent for few second. Too much use of this maneuver tire the weilder.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Thrust Fury&#039;&#039;: A multiple smash and hit maneuver. Attacker Start by holding the staff with one hand while resting the butt firmly on the ground. Attacker give a slight hit of the staff onto opponent weapon fencing it off. He then grab staff with both hand and thrust onto opponent chest (blunt damage with staf, pierce with polearm). Then, quickly give a large hit of the staff bottom onto opponent back, turns on himself and thrust once more with the tip of the staff. 3 hits in a row into a fast-paced moove.&lt;br /&gt;
&lt;br /&gt;
== Wasp ==&lt;br /&gt;
&lt;br /&gt;
The use of two daggers permit the wielder a very fast-paced combat. The warrior can moove around easily, dodges blows and afflict multiple slash in a row. Strategicaly this style consist in a constant harassment of the opponent. The upmost point of this style is to always keep the dagger forward, in an intimidation moove, highly offensive. This fighting style has a poor defense power, the attack delivred aren&#039;t very powerfull but constant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knife, dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Wasp) --&amp;gt; (Scratch\nReq.: Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Scratch\nReq.: Knife &amp;amp; Dagger 10) --&amp;gt; (Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100)&lt;br /&gt;
(Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100) --&amp;gt; (Mooving Target\nReq.: Agility 200)&lt;br /&gt;
(Mooving Target\nReq.: Agility 200) --&amp;gt; (Assault\nReq.: Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Assault\nReq.: Knife &amp;amp; Dagger 70) --&amp;gt; (Blade Storm\nReq.: Knife &amp;amp; Dagger 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Scratch&#039;&#039;: Attacker in an agressive stance, moove from left to right in a confusing motion, then jump on the opponent left side and gives two quick stabs. 2 pierce damage in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blackmail&#039;&#039;: Attacker hold both dagger vertically, the tip pointing to the ground. Attacker quickly grasp opponent weapon hilt with a dagger while afflicting quick cuts with the other dagger on opponent hands and forearms. Can give up to 4 little slash hits in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Mooving Target&#039;&#039;: Attacker has strong foot forward, rear heel up, weapon in front of solar plexus, the other protect the throat. This stance permit attacker to moove left and right around the opponent, excecuting quick slashes of his blade on any part of the opponent body (up to 10 little slashes in a row depending on opponent defensive power). Defensive stance. Slight slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Assault&#039;&#039;: Attacker sprint charge a short distance straight onto opponent and suddently step to the left, thrust onto opponent body while passing by with right dagger and turn around on himself giving a large slash across body of his left dagger onto opponent back. 2 hits in a row with good pierce and slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Storm&#039;&#039;: Attacker moove forward, forming a up to down slash across body whirl with his arms in a very fast-paced moove, tips of the daggers pointing to the ground. When close enough of the opponent, attacker jump and plant his dagger onto opponent shoulder or neck until the hilt. Multiple slash damages and a last high pierce damage hit. Very difficult to parry.&lt;br /&gt;
&lt;br /&gt;
== Fists and Feet ==&lt;br /&gt;
&lt;br /&gt;
This style is the art of using the body as a weapon. It require from the warrior an high concentration and accuracy, not only for the fighting technique but also because a strong mental is needed. The Fists and Feet user must constantly advance quickly and stay in a very close range to be more efficient. Size or force of the warrior doesn&#039;t matter as long as they master their technique and strategy. Can be very efficient against long range weapon if able to get closer to target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Melee skill 0, Agility 50, Strength 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fists and Feet) --&amp;gt; (One-inch Punch\nReq.: Melee 10)&lt;br /&gt;
(One-inch Punch\nReq.: Melee 10) --&amp;gt; (Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100)&lt;br /&gt;
(Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100) --&amp;gt; (Roundhouse Kick\nReq.: Melee 70)&lt;br /&gt;
(Roundhouse Kick\nReq.: Melee 70) --&amp;gt; (Defensive Stance\nReq.: Endurance 200, Agility 200)&lt;br /&gt;
(Defensive Stance\nReq.: Endurance 200, Agility 200) --&amp;gt; (The Great Chain\nReq.: Melee 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;One-inch Punch&#039;&#039;: Attacker stand with his fists very close to the target. He then make a quick movement of the wrist which is held with the knuckles facing out on a horizontal axis, the wrist is then moved up and a strike is produced with the botton two knuckles. Generate a tremendous amount of impact force at very close distance. High blunt damage. Damage increased if a Kran or if armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Vertical Rebound Punch&#039;&#039;: The limb directly in front of the chest, elbow down, Attacker sprint jump over opponent and deliver a first vertical punch down on opponent body. The vertical nature of the punch allows attacker to absord the rebound of the punch which increase the power of the second blow given afterward while landing. Double blunt damage, the second beeing bigger. Damage increased if a Kran or if wearing armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Roundhouse Kick&#039;&#039;: Can be done targeting the low, middle or high opponent body part. Side facing opponent, Attacker throw his leg, hips rotating into the kick in order to convey more power in it, using abdominal muscles in the act of rotation for more effect. Attacker raise up on the ball of his foot while kicking to allow greater pivoting speed and increase the power. Attacker hits with the shin which reduce the kick&#039;s reach but does more damage. Up to 2 hits in a row. High blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defensive Stance&#039;&#039;: Attacker jump up avoiding sweep attack, or switch left to right to avoid straight attack, using arms as barriers to block opponent attack. If two hits blocked in a row, a charge counter-attack is enabled. Average Blunt damage. High defensive rate. Defensive stances needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Great Chain&#039;&#039;: Fast-paced chain. Attacker step quickly to the left, block opponent attack with right arm and deliver a quick and powerfull punch with the joined fingers of the left hand onto ennemy&#039;s face. Attacker then excecute a low sweep kick in opponent legs which makes him fall backward, enough for attacker to throw a second and powerfull jumping punch on the stomach. Triple Blunt damage. Impossible to parry. A few second Stagger debuff to opponent.&lt;br /&gt;
&lt;br /&gt;
== Long Knife ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;long knifes&amp;quot; are sturdy weapons with thick and curved blades able to undergoes harsh blows. Sabre users can afflict powerfull hits, and pierce even the toughest armor for the best practitioners. The very structure of those weapons permit a fencing style of cut aswell as thrust. The Long Knife Style is very particular and can surprise the unaware opponents. Low defensive capacity, this style is all in the parry and counter-strike strategy. A close combat style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sabre, Broadsword, Falchion&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Long Knife) --&amp;gt; (Moulane Cut\nReq.: Sword 10)&lt;br /&gt;
(Moulane Cut\nReq.: Sword 10) --&amp;gt; (Slipping Thrust\nReq.: Sword 30)&lt;br /&gt;
(Slipping Thrust\nReq.: Sword 30) --&amp;gt; (Sword Fury\nReq.: Sword 50)&lt;br /&gt;
(Sword Fury\nReq.: Sword 50) --&amp;gt; (T Cross\nReq.: Sword 70)&lt;br /&gt;
(T Cross\nReq.: Sword 70) --&amp;gt; (Whirl Confusion\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Moulane Cut&#039;&#039;: En garde in front of opponent, attacker flips the sword from left to right with a slight moove of his wrist. Very fast attack which deliver an high cut damage to unaware ennemy.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slipping Thrust&#039;&#039;: Standing in front of opponent, attacker with strong leg forward will block an attack buy giving a slight hit on ennemy&#039;s weapon. His sword will stay bound to the ennemy&#039;s blade, slips against it then bounce up to give an hit on the head. Thrust damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Sword Fury&#039;&#039;: Attacker block an attack with right sabre, driving opponent weapon down then deliver a quick and powerfull slash across body from left to right, turn around on himself and reiterate. Double high slash damage. Hard to parry.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;T Cross&#039;&#039;: Attacker crosses his blades perpenducularly, orientating the crossing point for it to face opponent at any moment. If a hit is taken in the defensive block, attacker counter strike with right sword, inflicting a powerfull straight cut onto opponent body. Defensive stance needed. Good cut damage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Whirl Confusion&#039;&#039;: Attacker makes a quick vertical whirl with his right hand weapon while mooving toward opponent, unable to parry the charge without some slight slash damage. Attacker finish on a quick low slash onto opponent legs. Multiple slight slash damage if oponent on defensive stance. High slash damage onto the legs. Stun for few seconds.&lt;br /&gt;
&lt;br /&gt;
== Swordmaster ==&lt;br /&gt;
&lt;br /&gt;
The swordmaster dual-weilding is able to moove around his target and realise beautifull technical swing of his swords, mostly with the same type of weapon in each hands. This style is generaly not used in a battle field due to it beeing hard to learn and difficult to master (hard to learn to use the left hand as good as the right). This Style is good in a one on one situation but very less good against a group of target or against archers. It&#039;s mostly a parry and riposte style. Wielder of two swords must be able to quickly switch stances and sword position to keep the inbalance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Shortsword, Longsword, Broadsword&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Swordmaster) --&amp;gt; (Offensive Defense\nReq.: Sword 10)&lt;br /&gt;
(Offensive Defense\nReq.: Sword 10) --&amp;gt; (The Scissor\nReq.: Sword 30)&lt;br /&gt;
(The Scissor\nReq.: Sword 30) --&amp;gt; (The Embrace\nReq.: Sword 50)&lt;br /&gt;
(The Embrace\nReq.: Sword 50) --&amp;gt; (Counter-Swing\nReq.: Sword 70)&lt;br /&gt;
(Counter-Swing\nReq.: Sword 70) --&amp;gt; (Blade Stream\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Offensive Defense&#039;&#039;: Attacker use the defensive blade to find and bind opponent&#039;s blade(s) and shift them out of line as the offensive blade moves in with a cut or thrust as the opponent&#039;s exposed body. Defensive Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Scissor&#039;&#039;: Attacker trap opponent weapon(s) in the distal space between his crossed blades and then close the space with a scissoring motion to keep the opposing weapon(s) trapped as attacker thrust both blades simultaneously into ennemy&#039;s face, throat or body. Both defense and attack point. Defensive Stance needed. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Embrace&#039;&#039;: Attacker face opponent legs spreads and arms opponent, tip of his sword pointing up, he hit opponent weapon(s) with left hand then excecute a large slash across body from left to right on opponent chest. High slash damage. Normal Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Counter Swing&#039;&#039;: Attacker block an incoming hit with his left hand sword then immediatly swing with main sword (right hand) toward the forearm of the opponent&#039;s main arm. Attacker then follow-up with a attack to opponent legs. Double slash damage. Agressive stance neeeded.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Stream&#039;&#039;: Attacker slashes an X at opponent, first from top to bottom and then bottom to top. Attacker then makes a diagonal slash with the right sword, top-right to bottom-left, spin left and uses this momentum to deal a horizontal right to left slash with left sword. Fast-paced moove with 4 slash damage in a row. Bloody stance needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Engine documents]] [[Category:Server Design]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=21074</id>
		<title>Combat System</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=21074"/>
		<updated>2016-05-15T20:26:53Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: /* Assassin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= List of Combat buffs/debuffs =&lt;br /&gt;
&lt;br /&gt;
== Attack Advantage ==&lt;br /&gt;
This buff gives the attacker a better chance to hit the opponent; it&#039;s harder for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Attack Disadvantage==&lt;br /&gt;
This debuff makes it harder for the opponent to DODGE incoming attacks.&lt;br /&gt;
&lt;br /&gt;
==Defence Advantage==&lt;br /&gt;
This buff boost the attacker&#039;s defence by making it easier for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Defence Disadvantage==&lt;br /&gt;
This debuff lower the target&#039;s defence by making it harder for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Block Advantage==&lt;br /&gt;
This buff boost the attacker&#039;s parrying capability by making it easier for him to BLOCK.&lt;br /&gt;
&lt;br /&gt;
==Block Disadvantage==&lt;br /&gt;
This debuff lower the target&#039;s parrying capability by making it harder for him to BLOCK.&lt;br /&gt;
&lt;br /&gt;
==Block Hampering==&lt;br /&gt;
Next attempt to BLOCK will automatically fail.&lt;br /&gt;
&lt;br /&gt;
==Automatic Block==&lt;br /&gt;
Next attempt to BLOCK will automatically succeed.&lt;br /&gt;
&lt;br /&gt;
==Extra Damage==&lt;br /&gt;
Extra damage is applied directly after the target has been hit, there can be several type of damage. The most common are: piercing, bludgeoning, slashing.&lt;br /&gt;
&lt;br /&gt;
==Stun==&lt;br /&gt;
The attacker is unable to move for a few second.&lt;br /&gt;
&lt;br /&gt;
==Bleeding==&lt;br /&gt;
The target is wounded and the wound causes a bleeding. The target lose health over time.&lt;br /&gt;
&lt;br /&gt;
==Fatigue==&lt;br /&gt;
The attack fatigue the target, he lose physical stamina over time.&lt;br /&gt;
&lt;br /&gt;
==Maim==&lt;br /&gt;
The attacker is severely wounded his endurance is penalized for some time.&lt;br /&gt;
&lt;br /&gt;
==Ensnare==&lt;br /&gt;
The attacker movement is hampered, his agility is penalized.&lt;br /&gt;
&lt;br /&gt;
==Interrupt Spellcasting==&lt;br /&gt;
This attack is specially aimed at interrupting a spellcaster from casting their spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Main Combat Styles =&lt;br /&gt;
&lt;br /&gt;
== Single Handed Sword ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Knives &amp;amp; Daggers | Knives &amp;amp; Daggers]] level 10 or [[Players Guide/Skills#Sword | Sword]] level 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all swords, all knives and daggers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Single Handed Sword) --&amp;gt; (Side Thrust\nReq.: sword 10)&lt;br /&gt;
(Side Thrust\nReq.: sword 10) --&amp;gt; (Lunge\nReq.: sword 30)&lt;br /&gt;
(Lunge\nReq.: sword 30) --&amp;gt; (Beat Attack\nReq.: sword 50)&lt;br /&gt;
(Beat Attack\nReq.: sword 50) --&amp;gt; (Disengage\nReq.: sword 70)&lt;br /&gt;
(Disengage\nReq.: sword 70) --&amp;gt; (Circular Parry\nReq.: sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Side Thrust&#039;&#039;&#039;: A sword attack hitting with the blade edge.&lt;br /&gt;
* &#039;&#039;&#039;Lunge&#039;&#039;&#039;: An attack made by extending the front leg, using a slight kicking motion and propelling the body forward with the back leg.&lt;br /&gt;
* &#039;&#039;&#039;Beat Attack&#039;&#039;&#039;: The attacker beats the opponent&#039;s blade to gain priority and continues the assault against the target area.&lt;br /&gt;
* &#039;&#039;&#039;Disengage&#039;&#039;&#039;: Attacker begin his attack in one direction, moving quickly, then point down in a semi-circle to attack a different location. A feint used to trick the opponent into blocking in the wrong direction.&lt;br /&gt;
* &#039;&#039;&#039;Circular Parry&#039;&#039;&#039; : The attacker sword is twisted in a circle to catch the opponent&#039;s weapon tip and deflect it away. It is commonly used to counter a disengage. An advanced defensive technique.&lt;br /&gt;
&lt;br /&gt;
== Archery ==&lt;br /&gt;
&lt;br /&gt;
The hunters, the rangers or even the stealthy characters might choose the bows for its high accuracy, keeping ennemy at far range. The archer has a poor defense but he can take on a lot of ennemies in few seconds with deadly shots. Archery is hard to master but a well rewarding style.&lt;br /&gt;
Strenght is vital for the archer, allowing him to draw longer bows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Ranged | Ranged]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all bows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Archery) --&amp;gt; (Precise Shot\nReq.: all bows, Ranged 10)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Rapid Shot\nReq.: shortbow, Ranged 30)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Snap Shot\nReq.: longbow,  Ranged 30, STR 100)&lt;br /&gt;
(Rapid Shot\nReq.: shortbow, Ranged 30) --&amp;gt; (Kneeled Aim\nReq.: shortbow, Ranged 50)&lt;br /&gt;
(Snap Shot\nReq.: longbow,  Ranged 30, STR 100) --&amp;gt; (Ulber Shot\nReq.: longbow, Ranged 50, STR 200)&lt;br /&gt;
(Kneeled Aim\nReq.: shortbow, Ranged 50) --&amp;gt; (Hail of Arrows\nReq.: shortbow, Ranged 70)&lt;br /&gt;
(Ulber Shot\nReq.: longbow, Ranged 50, STR 200) --&amp;gt; (Pierce the Fortress\nReq.: longbow, Ranged 70, STR 300)&lt;br /&gt;
(Hail of Arrows\nReq.: shortbow, Ranged 70) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100, STR 300)&lt;br /&gt;
(Pierce the Fortress\nReq.: longbow, Ranged 70, STR 300) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100, STR 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Precise Shot&#039;&#039;&#039;: Slower but more precise shot, takes longer and inflitcs higher damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rapid Shot&#039;&#039;&#039;: Attacker aim the opponent, draw the string with the thumb, which allow him to walk left and right while shooting arrows very quickly. Attacker can shoot many arrows in few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Snap-Shot&#039;&#039;&#039;: Archer release a first arrow onto target, immediatly followed by a second arrow, slightly delayed, inflicting a powerful double attack with increased damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kneeled Aim&#039;&#039;&#039;: Attacker kneel onto the ground then sit on his heels. Attacker raise the bow, draw the string until the back of the arrow reach the corner of his mouth with three finger and aim right into the opponent chest, almost at close range. No defensive stance possible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ulber Shot&#039;&#039;&#039;: Archer pull the string, which require a good endurance and release an arrow that stagger opponent for few second. Stun effect.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hail of Arrows&#039;&#039;&#039;: Attacker hold several arrows in between the fingers of the draw hand, allowing fast repeat shots. A quick hail of arrows, you&#039;re luck if you&#039;ve not been shot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pierce the Fortress&#039;&#039;&#039;: Attacker aim and release a powerful arrow penetrating mail and plate mail and possibly affecting several aligned targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Incendiary Arrows&#039;&#039;&#039;: By alchemical means, attacker set his arrow on fire, aim and release a &amp;quot;rain&amp;quot; of arrows. Damage over time. Require the possession of a specific potion and the spell Flaming Weapon to be Off.&lt;br /&gt;
&lt;br /&gt;
== War Hammering ==&lt;br /&gt;
&lt;br /&gt;
The War Hammering fighting style is particulary efficient against an armored opponent or group of opponent, especially against plate mail in close combat action.  Hammers and maces allow one to maintain typical long reach of swords while still inflicting damage to armored opponent. This fighting style is slow and can be dodged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Strength (STR) 50.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Mace &amp;amp; Hammer | Mace &amp;amp; Hammer]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all mace &amp;amp; hammer weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(War Hammering) --&amp;gt; (Arm Smash\nReq.: Mace &amp;amp; Hammer 10)&lt;br /&gt;
(Arm Smash\nReq.: Mace &amp;amp; Hammer 10) --&amp;gt; (Break the Guard\nReq.: Mace &amp;amp; Hammer 30)&lt;br /&gt;
(Break the Guard\nReq.: Mace &amp;amp; Hammer 30) --&amp;gt; (Battering Ram\nReq.: Mace &amp;amp; Hammer 50, STR 150)&lt;br /&gt;
(Battering Ram\nReq.: Mace &amp;amp; Hammer 50, STR 150) --&amp;gt; (Shield Pinning\nReq.: Mace &amp;amp; Hammer 70)&lt;br /&gt;
(Shield Pinning\nReq.: Mace &amp;amp; Hammer 70) --&amp;gt; (Swirling Hammer\nReq.: Mace &amp;amp; Hammer 100, STR 250)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arm Smash&#039;&#039;&#039;: Attacker use the head of his mace or hammer to attack his opponent&#039;s armed hand. Slow but  gives the opponent an attack malus for few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Break the Guard&#039;&#039;&#039;: Attacker swing his weapon across from side to side, fencing the opponent&#039;s weapon or shield off. Gives the opponent a defense malus for few seconds. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Battering Ram&#039;&#039;&#039;: Main hand at the base of the weapon, other hand just under weapon head, attacker lean slightly then gives a battering ram like hit onto opponents legs, backs off quickly then slash down a tremendous blow with all the weight of his weapon onto the unbalanced opponent. Can stun for a few seconds. Cannot be performed with any defensive stance. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Pinning&#039;&#039;&#039;: Attacker smash down firmly his weapon on the opponent shield, grappling it, making it fall to the ground or pinning it down. Gives an attack advantage for a few seconds. If the opponent do not use shield but is armored, this power attack will lower his defense capability. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Swirling Hammer&#039;&#039;&#039;: Attacker swirl his mace or hammer above his head then smash it down in a powerful move, hitting several targets. Stuns opponents for a few seconds.&lt;br /&gt;
&lt;br /&gt;
= Secondary Combat Styles =&lt;br /&gt;
&lt;br /&gt;
== Shield Mastery ==&lt;br /&gt;
&lt;br /&gt;
This style hightly favor the defense. The attacker can favor heavy shields to create a true wall around him or favor light ones and use them as weapons delivring blunt damage. Good defensive ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Shield Handling | Shield Handling]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena Schools&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Shield Mastery) --&amp;gt; (Fast Block\nReq.: Shield Handling 10)&lt;br /&gt;
(Fast Block\nReq.: Shield Handling 10) --&amp;gt; (Shield Slam\nReq.: Shield Handling 30)&lt;br /&gt;
(Shield Slam\nReq.: Shield Handling 30) --&amp;gt; (Thwarting Attack\nReq.: Shield Handling 50)&lt;br /&gt;
(Thwarting Attack\nReq.: Shield Handling 50) --&amp;gt; (Wall of Shields\nReq.: Shield Handling 70)&lt;br /&gt;
(Wall of Shields\nReq.: Shield Handling 70) --&amp;gt; (Shield Push\nReq.: any weapons 100, Shield Handling 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fast Block&#039;&#039;&#039;: By feinting an attack, you are able to put up a defence able to block quickly several of his opponent hits.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Slam&#039;&#039;&#039;: Deliver a powerful blow with your shield stunning the opponent for some time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Thwarting Attack&#039;&#039;&#039;: Setup a powerful defensive attack. Next time you&#039;re under attack, use the opponent&#039;s force to hit back with the shield several times, knocking the opponent off for a few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wall of Shields&#039;&#039;&#039;: By raising your shield against the enemies you are able to protect yourself and your friends from the enemies.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Push&#039;&#039;&#039;: Attacker tighten his shields close by and charge the opponent, pushing him backward. Annihilate opponent&#039;s attack power for few seconds.&lt;br /&gt;
&lt;br /&gt;
== Barbaric ==&lt;br /&gt;
&lt;br /&gt;
This style is designed to all the mighty warriors that likes to smash and bash in the fire of battles. Charge in and hit with the power of your strength and the blunt force of your weapon(s). This style doesn&#039;t require as much strengh as we think, the mass of the weapon contribute alone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Strength (STR) 50.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Mace &amp;amp; Hammer | Mace &amp;amp; Hammer]] level 10 or [[Players Guide/Skills#Sword | Sword]] level 10 or [[Players Guide/Skills#Axe | Axe]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all maces and hammers, all swords, all axes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Barbaric) --&amp;gt; (Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10)&lt;br /&gt;
(Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10) --&amp;gt; (Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30)&lt;br /&gt;
(Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30) --&amp;gt; (Guard Wreck\nReq.: Mace &amp;amp; Hammer 50 or Axe 50 or Sword 50, STR 200)&lt;br /&gt;
(Guard Wreck\nReq.: Mace &amp;amp; Hammer 50 or Axe 50 or Sword 50, STR 200) --&amp;gt; (Feint &amp;amp; Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70)&lt;br /&gt;
(Feint &amp;amp; Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70) --&amp;gt; (Whirlwind Strike\nReq.: Mace &amp;amp; Hammer 100 or Axe 100 or Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power Attack&#039;&#039;&#039;: Attacker swing his weapon onto opponent body sides. A powerful attack able to cause more damage but at the expenses of accuracy..&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mighty Swing&#039;&#039;&#039;: Attacker quickly gets down and swings his weapon toward the opponent&#039;s legs, then stands up and lands a second strike on any part of opponent&#039;s body, if the attack hits the head the damage is doubled. Powerful but less accurate. Cannot be used with defensive stances.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Guard Wreck&#039;&#039;&#039;: Using the weight of your weapon, smash right in the opponent guard rending him unavailable to attack properly for few second. This inflict opponent of an attack penalty.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Feint &amp;amp; Smash&#039;&#039;&#039;: The attacker feints a low hit toward the opponent&#039;s feet to attract his attention on blocking low, then makes a turn around and strike the opponent&#039;s other side. Give a few second attack advantage as opponent is knocked backward and stunned.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Whirlwind Strike&#039;&#039;&#039;: By using the full strength of the body the attacker swings his weapon making a circular attack. If not blocked from the start (by the target), the attacker will be able to deal damage to anyone around him. Not particulary accurate but do high damage.&lt;br /&gt;
&lt;br /&gt;
= Quest Chain Combat Styles =&lt;br /&gt;
&lt;br /&gt;
== Infantry ==&lt;br /&gt;
&lt;br /&gt;
As opposed to the Barbaric style, the Infantry style relies more on training and discipline than sheer strength. Soldiers are usually trained to fight with this style. The Infantry style is ideal when coupled with Shield Mastery for one-handed weapon users. This style can be used with any weapon. Equally good at attack and defense, this style is at a disadvantage against two handed weapon or polearms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: any [[Players Guide/Skills#Combat Skills | weapons skills]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Existing Quest Chain&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Infantry) --&amp;gt; (Set to Charge\nReq.: any weapons 10)&lt;br /&gt;
(Set to Charge\nReq.: any weapons 10) --&amp;gt; (Charge Block\nReq.: any weapons 30)&lt;br /&gt;
(Charge Block\nReq.: any weapons 30) --&amp;gt; (Counter Strike\nReq.: any weapons 50)&lt;br /&gt;
(Counter Strike\nReq.: any weapons 50) --&amp;gt; (Infantry Feint\nReq.: any weapons 70)&lt;br /&gt;
(Infantry Feint\nReq.: any weapons 70) --&amp;gt; (Infantry Wrath\nReq.: any weapons 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Set to Charge&#039;&#039;&#039;: Perform a frontal charge against the enemy. This attack requires preparation but gives a higher attack bonus for a period of time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Charge Block&#039;&#039;&#039;: By setting up to receive a charge, the attacker is given a defensive bonus at the expense of attack power. If the attacker is performing a Charge, will deal extra damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Counter Strike&#039;&#039;&#039;: By preparing oneself to receive the attack, the defender can fire a counterstrike for greater effects.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Feint&#039;&#039;&#039;: Attacker bend his weapon to the opponent one then push him over before delineating a powerful blow on opponent back. Stun opponent for few second.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Wrath&#039;&#039;&#039;: Fence your opponent weapon off with your shield then jump hit him with the weapon. Stun for few second and high slash/blunt/pierce damage with jumped movement. Very fast move, unblockable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Assassin ==&lt;br /&gt;
&lt;br /&gt;
This style is mostly used by the stealthy characters and the warriors that favor knives, daggers or shortswords use. It requires agility, has a deadly attack power but is less good in defense. Disadvantage against &amp;quot;barbaric&amp;quot; opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: Assassin Weapon 10, Knife &amp;amp; Dagger or Sword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knives, daggers, shortswordsWeapons: all weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Existing Quest Chain&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Assassin) --&amp;gt; (Lethal Takedown)&lt;br /&gt;
(Assassin) --&amp;gt; (Dark Cloak)&lt;br /&gt;
(Lethal Takedown) --&amp;gt; (Slit the Throat)&lt;br /&gt;
(Dark Cloak) --&amp;gt; (Slit the Throat)&lt;br /&gt;
(Slit the Throat) --&amp;gt; (Backstabbing Blow)&lt;br /&gt;
(Backstabbing Blow) --&amp;gt; (Bloodthirst)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Lethal Takedown&#039;&#039;: Attacker attacks from the opponent&#039;s back, and tries to take the opponent down by hitting him on heels or the legs. The wounds caused by this attack bleed over time and reduce the opponent&#039;s agility.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dark Cloak&#039;&#039;: Attacker concentrate his stealth knowledge and coats himself into shadows. As he crouches, the opponent is unable to see or touch him for a few second. Full defensive needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slit the Throat&#039;&#039;: Attacker strikes the oppnent&#039;s back, grab the opponent&#039;s head and tries to slits the throat. It requires a good timing and concentration but is able to inflict a letal wound. The wounds caused by this attack cause an extra bleeding over time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Backstabbing Blow&#039;&#039;: Attacker grabs opponent wrist, turns around on himself while pulling opponent forward and stab him in the back. The defender bleeds and is given a Defence Disadvantage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Bloodthirst&#039;&#039;: A fast-paced kill attack which must be performed when the attacker is nearly dead. Standing in front of the opponent, attacker bring his weapon up to the right and slash it down to the left across his body, repeat the moove from top left to bottom right then finish on a down to up moove. Gives bleeding debuff and can one shot kill the target.&lt;br /&gt;
&lt;br /&gt;
= Combat styles under development =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fencing ==&lt;br /&gt;
Fencing style is more refined and less brutal than other weapon styles, it relies more on agility and speed instead of sheer strength and muscle power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill level 10, Agility (AGI) 60&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Longsword, Shortsword, Sabre&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fencing) --&amp;gt; (A)&lt;br /&gt;
(Fencing) --&amp;gt; (B)&lt;br /&gt;
(A) --&amp;gt; (Feint\nReq.: AGI 80, Sword 20)&lt;br /&gt;
(B) --&amp;gt; (Feint\nReq.: AGI 80, Sword 20)&lt;br /&gt;
(Feint\nReq.: AGI 80, Sword 20) --&amp;gt; (Risposte\nReq.: AGI 80, Sword 40)&lt;br /&gt;
(Risposte\nReq.: AGI 80, Sword 40) --&amp;gt; (D\nReq.: AGI 80, Sword 60)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Left-hand ==&lt;br /&gt;
&lt;br /&gt;
This fighting style is sophisticate. It require an high flexibility and agility, beeing able to feint with suppleness and surprise the opponent with fast body and weapon moove. This style focus on the speed and attack power. Poor defense, this style is at disadvantage against shielded opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sword, Shortsword, Knife, Dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Left-hand) --&amp;gt; (Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10) --&amp;gt; (Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30)&lt;br /&gt;
(Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30) --&amp;gt; (The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100)&lt;br /&gt;
(The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100) --&amp;gt; (Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70) --&amp;gt; (Feint of the Left-hand\nReq.: Sword 100, Knife &amp;amp; Dagger 100, Agility 200)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Thrust&#039;&#039;: Attacker raise sword horizontaly and parry opponent attack for few second. He, while then, lay down a bit and thrust forward at the opponent onto the chest with the dagger. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Cross Parry&#039;&#039;: Attacker cross firmly his sword and dagger hilts and parry opponent attack. Attacker then push his opponent backward and quickly open his arms, giving fast slash of his weapons. Slight Defense advantage for a few second. Eventual slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Sliding&#039;&#039;: Attacker quickly side face opponent, the tip of the sword up letting opponent weapon slide along his sword blade. Opponent is driven forward by his movement and attacker raise left hand above and stab his neck. Give time for attacker to step back.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Hilt Catch&#039;&#039;: Quickly dodge opponent attack with a side step and catch the hilt of his weapon with the dagger. Follow with a fast slash of the sword. High pierce damage. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Feint of the Left-hand&#039;&#039;: Attacker engage the opponent with main weapon (sword) by doing big whirls. Attract your opponent attention on your main weapon then surprise him with a swift attack of the left-hand weapon (small weapon). Easily pierce opponent defense. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
== Two-Axe ==&lt;br /&gt;
&lt;br /&gt;
The axe is a perfect compromise between sword and hammer, give the speed and slash damage of the sword and permit attacker to crush on opponent like with an hammer. This style is highly balanced but hard to master. Primary mean of defense is dodging for axe weilders. Good for speedy, deadly attack and nasty tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Axe skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all axes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-Axe) --&amp;gt; (Close Whack\nReq.: Axe 10)&lt;br /&gt;
(Close Whack\nReq.: Axe 10) --&amp;gt; (Block and Poke\nReq.: Axe 30)&lt;br /&gt;
(Block and Poke\nReq.: Axe 30) --&amp;gt; (Strike and Pull\nReq.: Axe 50)&lt;br /&gt;
(Strike and Pull\nReq.: Axe 50) --&amp;gt; (Tricked Hook\nReq.: Axe 70)&lt;br /&gt;
(Tricked Hook\nReq.: Axe 70) --&amp;gt; (Master Blow\nReq.: Axe 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Close Whack&#039;&#039;: Power moove for close combat. Attacker whack opponent on the head with the end of his axe&#039;s haft. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Block and Poke&#039;&#039;: With right-hand axe haft, attacker block opponent move and poke in the pit of his stomach by a blunt thrust of his left-hand axe-head. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Strike and Pull&#039;&#039;: Swing axe aiming at the ennemy and when the haft strikes the ennemy&#039;s body, the attacker fix the axe in that position and then shift the whole body back by sliding the rear foot backward. Attack bonus. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Tricked Hook&#039;&#039;: Attacker hook over the neck of opponent with axe head to compel him to move in another direction. Attacker can then smash his other axe onto the back of the opponent. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Master Blow&#039;&#039;: The wielder swirl his axes around, confusing his opponent before delivring a double straight blow. The attacker use the balance of his axes to concentrate all the force of the blow into a small section of the edge so the axes has enough power to punch throught helmet or mail. High pierce damage. Bloody stance needed, bad defense for attacker.&lt;br /&gt;
&lt;br /&gt;
== Two-handed Fencing ==&lt;br /&gt;
&lt;br /&gt;
This style is very popular among the warriors, especially the tall races. A claymore permit to attack with an extra range and use the weapon lenght to do more damage. Those weapon are designed for close combat and duels. They make up for the weapon&#039;s slowness on the defence and can allow another blade to be momentarily trapped or bound up. Style Equally good in attack and defense, it require strenght, endurance and a good technique. Very effective against armored opponent. Disadvantage against small weapon users.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Strength 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: claymore&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-handed Fencing) --&amp;gt; (Edge Cut\nReq.: Sword 10)&lt;br /&gt;
(Edge Cut\nReq.: Sword 10) --&amp;gt; (Angry Charge\nReq.: Sword 30)&lt;br /&gt;
(Angry Charge\nReq.: Sword 30) --&amp;gt; (Metal Barrier\nReq.: Strength 200, Endurance 200)&lt;br /&gt;
(Metal Barrier\nReq.: Strength 200, Endurance 200) --&amp;gt; (The Bound\nReq.: Sword 70)&lt;br /&gt;
(The Bound\nReq.: Sword 70) --&amp;gt; (Blade Swirl\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Edge Cut&#039;&#039;: Attacker whirls around his claymore horizontaly  from up right to down on his opponent shoulders or arms with the sharp edge of the blade. This large moove describe almost a complet circle which increase the impact force. High slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Angry Charge&#039;&#039;: Attacker start with a high stance, with claymore above his head, the tip of the sword menacing the opponent face, both hands on the pommel. Attacker extend his arms in front of him then moove forward in a charge, straight to the target. Fast Attack with high pierce damage if not blocked.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Metal Barrier&#039;&#039;: Attacker present his claymore horizontaly, left hand on the pommel, right hand grabing the blade firmly, presenting the open space to the opponent weapon for an effective block. Efficient on defensives modes. Require to wear armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Bound&#039;&#039;: Attacker firmly stop opponent attack moove by putting his weapon blade against his opponent one. He then exert a pression to drive the opponent weapon away without cuting the blades bound. Attacker get close by opponent, his blade slipping straight to the opponent body. Defense bonus + Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Swirl&#039;&#039;: Close combat moove. Right hand on the pommel, left hand in the middle of the blade, the tip of the claymore pointed toward the ennemy&#039;s head, Attacker gives a powerfull hit on the opponent helmet with the tip of the blade, Attacker then swirl his blade around, pommel forward he excute a low sweep toward opponent legs. This combo is unstoppable, give high pierce then blunt damage. Require to wear armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
== Staff and Spear ==&lt;br /&gt;
&lt;br /&gt;
Combat with a stick or a quaterstaff has a long and varied history mostly due to the fact that it is very easy to manufacture. The quaterstaff is a long, slender club like structure that is used to deliver blunt, crushing blows. It is traditionaly made of oak or ash. The lenght can vary from 1,8 to 5,4 meters. This weapons is mostly used by martial art practitioners to keep ennemy at range. All the fighting maneuvers are fast-paced. Require an high agility and accuracy. This weapon can hurt even armored opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Polearm &amp;amp; Spear skill 0, Agility 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all polearm &amp;amp; spear weapons&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Staff &amp;amp; Spear) --&amp;gt; (Downward Strike\nReq.: Polearm &amp;amp; Spear 10)&lt;br /&gt;
(Downward Strike\nReq.: Polearm &amp;amp; Spear 10) --&amp;gt; (Defense Manoeuver\nReq.: Endurance 100, Agility 100)&lt;br /&gt;
(Defense Manoeuver\nReq.: Endurance 100, Agility 100) --&amp;gt; (Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150)&lt;br /&gt;
(Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150) --&amp;gt; (Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200)&lt;br /&gt;
(Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200) --&amp;gt; (Thrust Fury\nReq.: Polearm &amp;amp; Spear 100, Endurance 300, Agility 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Downward Strike&#039;&#039;: Staff hold by the non-dominant hand at the base of the weapon, other hand placed a quarter of the way up the staff. Attacker then drop the top hand to deliver a blow with the quarterstaff on opponent mid-section. Then, the warrior deliver an overhead blow to the back of the ennemy as he crouche over in pain. Double blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defense Manoeuver&#039;&#039;: Attacker block any blow by mooving his dominant hand which should be placed a quarter of the way up the staff. Bottom hand remain stationary while the dominant hand move in the direction that the blow is coming from. This moove is very precise and permit attacker to block most of the attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Upward Strike&#039;&#039;: Attacker left shoulder face opponent left shoulder. Long range. Attacker step forward opponent, knees sightly bent, attacker give a quick blow at the left side of opponent head with the left tip of the quaterstaff. Attacker then quickly change side and bring the right end of the staff up in a blow at the opposite side of opponent head. Double Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Stun&#039;&#039;: Body well cocked for maximum striking force, holding the staff straight behind him, attacker deliver a powerful horizontal strike at any part of opponent body. Bloody Stance. An hit delivred with this moove stun the opponent for few second. Too much use of this maneuver tire the weilder.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Thrust Fury&#039;&#039;: A multiple smash and hit maneuver. Attacker Start by holding the staff with one hand while resting the butt firmly on the ground. Attacker give a slight hit of the staff onto opponent weapon fencing it off. He then grab staff with both hand and thrust onto opponent chest (blunt damage with staf, pierce with polearm). Then, quickly give a large hit of the staff bottom onto opponent back, turns on himself and thrust once more with the tip of the staff. 3 hits in a row into a fast-paced moove.&lt;br /&gt;
&lt;br /&gt;
== Wasp ==&lt;br /&gt;
&lt;br /&gt;
The use of two daggers permit the wielder a very fast-paced combat. The warrior can moove around easily, dodges blows and afflict multiple slash in a row. Strategicaly this style consist in a constant harassment of the opponent. The upmost point of this style is to always keep the dagger forward, in an intimidation moove, highly offensive. This fighting style has a poor defense power, the attack delivred aren&#039;t very powerfull but constant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knife, dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Wasp) --&amp;gt; (Scratch\nReq.: Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Scratch\nReq.: Knife &amp;amp; Dagger 10) --&amp;gt; (Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100)&lt;br /&gt;
(Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100) --&amp;gt; (Mooving Target\nReq.: Agility 200)&lt;br /&gt;
(Mooving Target\nReq.: Agility 200) --&amp;gt; (Assault\nReq.: Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Assault\nReq.: Knife &amp;amp; Dagger 70) --&amp;gt; (Blade Storm\nReq.: Knife &amp;amp; Dagger 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Scratch&#039;&#039;: Attacker in an agressive stance, moove from left to right in a confusing motion, then jump on the opponent left side and gives two quick stabs. 2 pierce damage in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blackmail&#039;&#039;: Attacker hold both dagger vertically, the tip pointing to the ground. Attacker quickly grasp opponent weapon hilt with a dagger while afflicting quick cuts with the other dagger on opponent hands and forearms. Can give up to 4 little slash hits in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Mooving Target&#039;&#039;: Attacker has strong foot forward, rear heel up, weapon in front of solar plexus, the other protect the throat. This stance permit attacker to moove left and right around the opponent, excecuting quick slashes of his blade on any part of the opponent body (up to 10 little slashes in a row depending on opponent defensive power). Defensive stance. Slight slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Assault&#039;&#039;: Attacker sprint charge a short distance straight onto opponent and suddently step to the left, thrust onto opponent body while passing by with right dagger and turn around on himself giving a large slash across body of his left dagger onto opponent back. 2 hits in a row with good pierce and slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Storm&#039;&#039;: Attacker moove forward, forming a up to down slash across body whirl with his arms in a very fast-paced moove, tips of the daggers pointing to the ground. When close enough of the opponent, attacker jump and plant his dagger onto opponent shoulder or neck until the hilt. Multiple slash damages and a last high pierce damage hit. Very difficult to parry.&lt;br /&gt;
&lt;br /&gt;
== Fists and Feet ==&lt;br /&gt;
&lt;br /&gt;
This style is the art of using the body as a weapon. It require from the warrior an high concentration and accuracy, not only for the fighting technique but also because a strong mental is needed. The Fists and Feet user must constantly advance quickly and stay in a very close range to be more efficient. Size or force of the warrior doesn&#039;t matter as long as they master their technique and strategy. Can be very efficient against long range weapon if able to get closer to target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Melee skill 0, Agility 50, Strength 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fists and Feet) --&amp;gt; (One-inch Punch\nReq.: Melee 10)&lt;br /&gt;
(One-inch Punch\nReq.: Melee 10) --&amp;gt; (Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100)&lt;br /&gt;
(Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100) --&amp;gt; (Roundhouse Kick\nReq.: Melee 70)&lt;br /&gt;
(Roundhouse Kick\nReq.: Melee 70) --&amp;gt; (Defensive Stance\nReq.: Endurance 200, Agility 200)&lt;br /&gt;
(Defensive Stance\nReq.: Endurance 200, Agility 200) --&amp;gt; (The Great Chain\nReq.: Melee 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;One-inch Punch&#039;&#039;: Attacker stand with his fists very close to the target. He then make a quick movement of the wrist which is held with the knuckles facing out on a horizontal axis, the wrist is then moved up and a strike is produced with the botton two knuckles. Generate a tremendous amount of impact force at very close distance. High blunt damage. Damage increased if a Kran or if armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Vertical Rebound Punch&#039;&#039;: The limb directly in front of the chest, elbow down, Attacker sprint jump over opponent and deliver a first vertical punch down on opponent body. The vertical nature of the punch allows attacker to absord the rebound of the punch which increase the power of the second blow given afterward while landing. Double blunt damage, the second beeing bigger. Damage increased if a Kran or if wearing armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Roundhouse Kick&#039;&#039;: Can be done targeting the low, middle or high opponent body part. Side facing opponent, Attacker throw his leg, hips rotating into the kick in order to convey more power in it, using abdominal muscles in the act of rotation for more effect. Attacker raise up on the ball of his foot while kicking to allow greater pivoting speed and increase the power. Attacker hits with the shin which reduce the kick&#039;s reach but does more damage. Up to 2 hits in a row. High blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defensive Stance&#039;&#039;: Attacker jump up avoiding sweep attack, or switch left to right to avoid straight attack, using arms as barriers to block opponent attack. If two hits blocked in a row, a charge counter-attack is enabled. Average Blunt damage. High defensive rate. Defensive stances needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Great Chain&#039;&#039;: Fast-paced chain. Attacker step quickly to the left, block opponent attack with right arm and deliver a quick and powerfull punch with the joined fingers of the left hand onto ennemy&#039;s face. Attacker then excecute a low sweep kick in opponent legs which makes him fall backward, enough for attacker to throw a second and powerfull jumping punch on the stomach. Triple Blunt damage. Impossible to parry. A few second Stagger debuff to opponent.&lt;br /&gt;
&lt;br /&gt;
== Long Knife ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;long knifes&amp;quot; are sturdy weapons with thick and curved blades able to undergoes harsh blows. Sabre users can afflict powerfull hits, and pierce even the toughest armor for the best practitioners. The very structure of those weapons permit a fencing style of cut aswell as thrust. The Long Knife Style is very particular and can surprise the unaware opponents. Low defensive capacity, this style is all in the parry and counter-strike strategy. A close combat style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sabre, Broadsword, Falchion&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Long Knife) --&amp;gt; (Moulane Cut\nReq.: Sword 10)&lt;br /&gt;
(Moulane Cut\nReq.: Sword 10) --&amp;gt; (Slipping Thrust\nReq.: Sword 30)&lt;br /&gt;
(Slipping Thrust\nReq.: Sword 30) --&amp;gt; (Sword Fury\nReq.: Sword 50)&lt;br /&gt;
(Sword Fury\nReq.: Sword 50) --&amp;gt; (T Cross\nReq.: Sword 70)&lt;br /&gt;
(T Cross\nReq.: Sword 70) --&amp;gt; (Whirl Confusion\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Moulane Cut&#039;&#039;: En garde in front of opponent, attacker flips the sword from left to right with a slight moove of his wrist. Very fast attack which deliver an high cut damage to unaware ennemy.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slipping Thrust&#039;&#039;: Standing in front of opponent, attacker with strong leg forward will block an attack buy giving a slight hit on ennemy&#039;s weapon. His sword will stay bound to the ennemy&#039;s blade, slips against it then bounce up to give an hit on the head. Thrust damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Sword Fury&#039;&#039;: Attacker block an attack with right sabre, driving opponent weapon down then deliver a quick and powerfull slash across body from left to right, turn around on himself and reiterate. Double high slash damage. Hard to parry.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;T Cross&#039;&#039;: Attacker crosses his blades perpenducularly, orientating the crossing point for it to face opponent at any moment. If a hit is taken in the defensive block, attacker counter strike with right sword, inflicting a powerfull straight cut onto opponent body. Defensive stance needed. Good cut damage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Whirl Confusion&#039;&#039;: Attacker makes a quick vertical whirl with his right hand weapon while mooving toward opponent, unable to parry the charge without some slight slash damage. Attacker finish on a quick low slash onto opponent legs. Multiple slight slash damage if oponent on defensive stance. High slash damage onto the legs. Stun for few seconds.&lt;br /&gt;
&lt;br /&gt;
== Swordmaster ==&lt;br /&gt;
&lt;br /&gt;
The swordmaster dual-weilding is able to moove around his target and realise beautifull technical swing of his swords, mostly with the same type of weapon in each hands. This style is generaly not used in a battle field due to it beeing hard to learn and difficult to master (hard to learn to use the left hand as good as the right). This Style is good in a one on one situation but very less good against a group of target or against archers. It&#039;s mostly a parry and riposte style. Wielder of two swords must be able to quickly switch stances and sword position to keep the inbalance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Shortsword, Longsword, Broadsword&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Swordmaster) --&amp;gt; (Offensive Defense\nReq.: Sword 10)&lt;br /&gt;
(Offensive Defense\nReq.: Sword 10) --&amp;gt; (The Scissor\nReq.: Sword 30)&lt;br /&gt;
(The Scissor\nReq.: Sword 30) --&amp;gt; (The Embrace\nReq.: Sword 50)&lt;br /&gt;
(The Embrace\nReq.: Sword 50) --&amp;gt; (Counter-Swing\nReq.: Sword 70)&lt;br /&gt;
(Counter-Swing\nReq.: Sword 70) --&amp;gt; (Blade Stream\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Offensive Defense&#039;&#039;: Attacker use the defensive blade to find and bind opponent&#039;s blade(s) and shift them out of line as the offensive blade moves in with a cut or thrust as the opponent&#039;s exposed body. Defensive Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Scissor&#039;&#039;: Attacker trap opponent weapon(s) in the distal space between his crossed blades and then close the space with a scissoring motion to keep the opposing weapon(s) trapped as attacker thrust both blades simultaneously into ennemy&#039;s face, throat or body. Both defense and attack point. Defensive Stance needed. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Embrace&#039;&#039;: Attacker face opponent legs spreads and arms opponent, tip of his sword pointing up, he hit opponent weapon(s) with left hand then excecute a large slash across body from left to right on opponent chest. High slash damage. Normal Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Counter Swing&#039;&#039;: Attacker block an incoming hit with his left hand sword then immediatly swing with main sword (right hand) toward the forearm of the opponent&#039;s main arm. Attacker then follow-up with a attack to opponent legs. Double slash damage. Agressive stance neeeded.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Stream&#039;&#039;: Attacker slashes an X at opponent, first from top to bottom and then bottom to top. Attacker then makes a diagonal slash with the right sword, top-right to bottom-left, spin left and uses this momentum to deal a horizontal right to left slash with left sword. Fast-paced moove with 4 slash damage in a row. Bloody stance needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Engine documents]] [[Category:Server Design]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=21073</id>
		<title>Combat System</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=21073"/>
		<updated>2016-05-14T14:35:38Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: /* Assassin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= List of Combat buffs/debuffs =&lt;br /&gt;
&lt;br /&gt;
== Attack Advantage ==&lt;br /&gt;
This buff gives the attacker a better chance to hit the opponent; it&#039;s harder for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Attack Disadvantage==&lt;br /&gt;
This debuff makes it harder for the opponent to DODGE incoming attacks.&lt;br /&gt;
&lt;br /&gt;
==Defence Advantage==&lt;br /&gt;
This buff boost the attacker&#039;s defence by making it easier for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Defence Disadvantage==&lt;br /&gt;
This debuff lower the target&#039;s defence by making it harder for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Block Advantage==&lt;br /&gt;
This buff boost the attacker&#039;s parrying capability by making it easier for him to BLOCK.&lt;br /&gt;
&lt;br /&gt;
==Block Disadvantage==&lt;br /&gt;
This debuff lower the target&#039;s parrying capability by making it harder for him to BLOCK.&lt;br /&gt;
&lt;br /&gt;
==Block Hampering==&lt;br /&gt;
Next attempt to BLOCK will automatically fail.&lt;br /&gt;
&lt;br /&gt;
==Automatic Block==&lt;br /&gt;
Next attempt to BLOCK will automatically succeed.&lt;br /&gt;
&lt;br /&gt;
==Extra Damage==&lt;br /&gt;
Extra damage is applied directly after the target has been hit, there can be several type of damage. The most common are: piercing, bludgeoning, slashing.&lt;br /&gt;
&lt;br /&gt;
==Stun==&lt;br /&gt;
The attacker is unable to move for a few second.&lt;br /&gt;
&lt;br /&gt;
==Bleeding==&lt;br /&gt;
The target is wounded and the wound causes a bleeding. The target lose health over time.&lt;br /&gt;
&lt;br /&gt;
==Fatigue==&lt;br /&gt;
The attack fatigue the target, he lose physical stamina over time.&lt;br /&gt;
&lt;br /&gt;
==Maim==&lt;br /&gt;
The attacker is severely wounded his endurance is penalized for some time.&lt;br /&gt;
&lt;br /&gt;
==Ensnare==&lt;br /&gt;
The attacker movement is hampered, his agility is penalized.&lt;br /&gt;
&lt;br /&gt;
==Interrupt Spellcasting==&lt;br /&gt;
This attack is specially aimed at interrupting a spellcaster from casting their spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Main Combat Styles =&lt;br /&gt;
&lt;br /&gt;
== Single Handed Sword ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Knives &amp;amp; Daggers | Knives &amp;amp; Daggers]] level 10 or [[Players Guide/Skills#Sword | Sword]] level 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all swords, all knives and daggers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Single Handed Sword) --&amp;gt; (Side Thrust\nReq.: sword 10)&lt;br /&gt;
(Side Thrust\nReq.: sword 10) --&amp;gt; (Lunge\nReq.: sword 30)&lt;br /&gt;
(Lunge\nReq.: sword 30) --&amp;gt; (Beat Attack\nReq.: sword 50)&lt;br /&gt;
(Beat Attack\nReq.: sword 50) --&amp;gt; (Disengage\nReq.: sword 70)&lt;br /&gt;
(Disengage\nReq.: sword 70) --&amp;gt; (Circular Parry\nReq.: sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Side Thrust&#039;&#039;&#039;: A sword attack hitting with the blade edge.&lt;br /&gt;
* &#039;&#039;&#039;Lunge&#039;&#039;&#039;: An attack made by extending the front leg, using a slight kicking motion and propelling the body forward with the back leg.&lt;br /&gt;
* &#039;&#039;&#039;Beat Attack&#039;&#039;&#039;: The attacker beats the opponent&#039;s blade to gain priority and continues the assault against the target area.&lt;br /&gt;
* &#039;&#039;&#039;Disengage&#039;&#039;&#039;: Attacker begin his attack in one direction, moving quickly, then point down in a semi-circle to attack a different location. A feint used to trick the opponent into blocking in the wrong direction.&lt;br /&gt;
* &#039;&#039;&#039;Circular Parry&#039;&#039;&#039; : The attacker sword is twisted in a circle to catch the opponent&#039;s weapon tip and deflect it away. It is commonly used to counter a disengage. An advanced defensive technique.&lt;br /&gt;
&lt;br /&gt;
== Archery ==&lt;br /&gt;
&lt;br /&gt;
The hunters, the rangers or even the stealthy characters might choose the bows for its high accuracy, keeping ennemy at far range. The archer has a poor defense but he can take on a lot of ennemies in few seconds with deadly shots. Archery is hard to master but a well rewarding style.&lt;br /&gt;
Strenght is vital for the archer, allowing him to draw longer bows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Ranged | Ranged]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all bows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Archery) --&amp;gt; (Precise Shot\nReq.: all bows, Ranged 10)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Rapid Shot\nReq.: shortbow, Ranged 30)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Snap Shot\nReq.: longbow,  Ranged 30, STR 100)&lt;br /&gt;
(Rapid Shot\nReq.: shortbow, Ranged 30) --&amp;gt; (Kneeled Aim\nReq.: shortbow, Ranged 50)&lt;br /&gt;
(Snap Shot\nReq.: longbow,  Ranged 30, STR 100) --&amp;gt; (Ulber Shot\nReq.: longbow, Ranged 50, STR 200)&lt;br /&gt;
(Kneeled Aim\nReq.: shortbow, Ranged 50) --&amp;gt; (Hail of Arrows\nReq.: shortbow, Ranged 70)&lt;br /&gt;
(Ulber Shot\nReq.: longbow, Ranged 50, STR 200) --&amp;gt; (Pierce the Fortress\nReq.: longbow, Ranged 70, STR 300)&lt;br /&gt;
(Hail of Arrows\nReq.: shortbow, Ranged 70) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100, STR 300)&lt;br /&gt;
(Pierce the Fortress\nReq.: longbow, Ranged 70, STR 300) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100, STR 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Precise Shot&#039;&#039;&#039;: Slower but more precise shot, takes longer and inflitcs higher damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rapid Shot&#039;&#039;&#039;: Attacker aim the opponent, draw the string with the thumb, which allow him to walk left and right while shooting arrows very quickly. Attacker can shoot many arrows in few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Snap-Shot&#039;&#039;&#039;: Archer release a first arrow onto target, immediatly followed by a second arrow, slightly delayed, inflicting a powerful double attack with increased damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kneeled Aim&#039;&#039;&#039;: Attacker kneel onto the ground then sit on his heels. Attacker raise the bow, draw the string until the back of the arrow reach the corner of his mouth with three finger and aim right into the opponent chest, almost at close range. No defensive stance possible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ulber Shot&#039;&#039;&#039;: Archer pull the string, which require a good endurance and release an arrow that stagger opponent for few second. Stun effect.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hail of Arrows&#039;&#039;&#039;: Attacker hold several arrows in between the fingers of the draw hand, allowing fast repeat shots. A quick hail of arrows, you&#039;re luck if you&#039;ve not been shot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pierce the Fortress&#039;&#039;&#039;: Attacker aim and release a powerful arrow penetrating mail and plate mail and possibly affecting several aligned targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Incendiary Arrows&#039;&#039;&#039;: By alchemical means, attacker set his arrow on fire, aim and release a &amp;quot;rain&amp;quot; of arrows. Damage over time. Require the possession of a specific potion and the spell Flaming Weapon to be Off.&lt;br /&gt;
&lt;br /&gt;
== War Hammering ==&lt;br /&gt;
&lt;br /&gt;
The War Hammering fighting style is particulary efficient against an armored opponent or group of opponent, especially against plate mail in close combat action.  Hammers and maces allow one to maintain typical long reach of swords while still inflicting damage to armored opponent. This fighting style is slow and can be dodged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Strength (STR) 50.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Mace &amp;amp; Hammer | Mace &amp;amp; Hammer]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all mace &amp;amp; hammer weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(War Hammering) --&amp;gt; (Arm Smash\nReq.: Mace &amp;amp; Hammer 10)&lt;br /&gt;
(Arm Smash\nReq.: Mace &amp;amp; Hammer 10) --&amp;gt; (Break the Guard\nReq.: Mace &amp;amp; Hammer 30)&lt;br /&gt;
(Break the Guard\nReq.: Mace &amp;amp; Hammer 30) --&amp;gt; (Battering Ram\nReq.: Mace &amp;amp; Hammer 50, STR 150)&lt;br /&gt;
(Battering Ram\nReq.: Mace &amp;amp; Hammer 50, STR 150) --&amp;gt; (Shield Pinning\nReq.: Mace &amp;amp; Hammer 70)&lt;br /&gt;
(Shield Pinning\nReq.: Mace &amp;amp; Hammer 70) --&amp;gt; (Swirling Hammer\nReq.: Mace &amp;amp; Hammer 100, STR 250)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arm Smash&#039;&#039;&#039;: Attacker use the head of his mace or hammer to attack his opponent&#039;s armed hand. Slow but  gives the opponent an attack malus for few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Break the Guard&#039;&#039;&#039;: Attacker swing his weapon across from side to side, fencing the opponent&#039;s weapon or shield off. Gives the opponent a defense malus for few seconds. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Battering Ram&#039;&#039;&#039;: Main hand at the base of the weapon, other hand just under weapon head, attacker lean slightly then gives a battering ram like hit onto opponents legs, backs off quickly then slash down a tremendous blow with all the weight of his weapon onto the unbalanced opponent. Can stun for a few seconds. Cannot be performed with any defensive stance. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Pinning&#039;&#039;&#039;: Attacker smash down firmly his weapon on the opponent shield, grappling it, making it fall to the ground or pinning it down. Gives an attack advantage for a few seconds. If the opponent do not use shield but is armored, this power attack will lower his defense capability. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Swirling Hammer&#039;&#039;&#039;: Attacker swirl his mace or hammer above his head then smash it down in a powerful move, hitting several targets. Stuns opponents for a few seconds.&lt;br /&gt;
&lt;br /&gt;
= Secondary Combat Styles =&lt;br /&gt;
&lt;br /&gt;
== Shield Mastery ==&lt;br /&gt;
&lt;br /&gt;
This style hightly favor the defense. The attacker can favor heavy shields to create a true wall around him or favor light ones and use them as weapons delivring blunt damage. Good defensive ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Shield Handling | Shield Handling]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena Schools&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Shield Mastery) --&amp;gt; (Fast Block\nReq.: Shield Handling 10)&lt;br /&gt;
(Fast Block\nReq.: Shield Handling 10) --&amp;gt; (Shield Slam\nReq.: Shield Handling 30)&lt;br /&gt;
(Shield Slam\nReq.: Shield Handling 30) --&amp;gt; (Thwarting Attack\nReq.: Shield Handling 50)&lt;br /&gt;
(Thwarting Attack\nReq.: Shield Handling 50) --&amp;gt; (Wall of Shields\nReq.: Shield Handling 70)&lt;br /&gt;
(Wall of Shields\nReq.: Shield Handling 70) --&amp;gt; (Shield Push\nReq.: any weapons 100, Shield Handling 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fast Block&#039;&#039;&#039;: By feinting an attack, you are able to put up a defence able to block quickly several of his opponent hits.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Slam&#039;&#039;&#039;: Deliver a powerful blow with your shield stunning the opponent for some time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Thwarting Attack&#039;&#039;&#039;: Setup a powerful defensive attack. Next time you&#039;re under attack, use the opponent&#039;s force to hit back with the shield several times, knocking the opponent off for a few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wall of Shields&#039;&#039;&#039;: By raising your shield against the enemies you are able to protect yourself and your friends from the enemies.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Push&#039;&#039;&#039;: Attacker tighten his shields close by and charge the opponent, pushing him backward. Annihilate opponent&#039;s attack power for few seconds.&lt;br /&gt;
&lt;br /&gt;
== Barbaric ==&lt;br /&gt;
&lt;br /&gt;
This style is designed to all the mighty warriors that likes to smash and bash in the fire of battles. Charge in and hit with the power of your strength and the blunt force of your weapon(s). This style doesn&#039;t require as much strengh as we think, the mass of the weapon contribute alone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Strength (STR) 50.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Mace &amp;amp; Hammer | Mace &amp;amp; Hammer]] level 10 or [[Players Guide/Skills#Sword | Sword]] level 10 or [[Players Guide/Skills#Axe | Axe]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all maces and hammers, all swords, all axes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Barbaric) --&amp;gt; (Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10)&lt;br /&gt;
(Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10) --&amp;gt; (Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30)&lt;br /&gt;
(Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30) --&amp;gt; (Guard Wreck\nReq.: Mace &amp;amp; Hammer 50 or Axe 50 or Sword 50, STR 200)&lt;br /&gt;
(Guard Wreck\nReq.: Mace &amp;amp; Hammer 50 or Axe 50 or Sword 50, STR 200) --&amp;gt; (Feint &amp;amp; Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70)&lt;br /&gt;
(Feint &amp;amp; Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70) --&amp;gt; (Whirlwind Strike\nReq.: Mace &amp;amp; Hammer 100 or Axe 100 or Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power Attack&#039;&#039;&#039;: Attacker swing his weapon onto opponent body sides. A powerful attack able to cause more damage but at the expenses of accuracy..&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mighty Swing&#039;&#039;&#039;: Attacker quickly gets down and swings his weapon toward the opponent&#039;s legs, then stands up and lands a second strike on any part of opponent&#039;s body, if the attack hits the head the damage is doubled. Powerful but less accurate. Cannot be used with defensive stances.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Guard Wreck&#039;&#039;&#039;: Using the weight of your weapon, smash right in the opponent guard rending him unavailable to attack properly for few second. This inflict opponent of an attack penalty.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Feint &amp;amp; Smash&#039;&#039;&#039;: The attacker feints a low hit toward the opponent&#039;s feet to attract his attention on blocking low, then makes a turn around and strike the opponent&#039;s other side. Give a few second attack advantage as opponent is knocked backward and stunned.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Whirlwind Strike&#039;&#039;&#039;: By using the full strength of the body the attacker swings his weapon making a circular attack. If not blocked from the start (by the target), the attacker will be able to deal damage to anyone around him. Not particulary accurate but do high damage.&lt;br /&gt;
&lt;br /&gt;
= Quest Chain Combat Styles =&lt;br /&gt;
&lt;br /&gt;
== Infantry ==&lt;br /&gt;
&lt;br /&gt;
As opposed to the Barbaric style, the Infantry style relies more on training and discipline than sheer strength. Soldiers are usually trained to fight with this style. The Infantry style is ideal when coupled with Shield Mastery for one-handed weapon users. This style can be used with any weapon. Equally good at attack and defense, this style is at a disadvantage against two handed weapon or polearms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: any [[Players Guide/Skills#Combat Skills | weapons skills]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Existing Quest Chain&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Infantry) --&amp;gt; (Set to Charge\nReq.: any weapons 10)&lt;br /&gt;
(Set to Charge\nReq.: any weapons 10) --&amp;gt; (Charge Block\nReq.: any weapons 30)&lt;br /&gt;
(Charge Block\nReq.: any weapons 30) --&amp;gt; (Counter Strike\nReq.: any weapons 50)&lt;br /&gt;
(Counter Strike\nReq.: any weapons 50) --&amp;gt; (Infantry Feint\nReq.: any weapons 70)&lt;br /&gt;
(Infantry Feint\nReq.: any weapons 70) --&amp;gt; (Infantry Wrath\nReq.: any weapons 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Set to Charge&#039;&#039;&#039;: Perform a frontal charge against the enemy. This attack requires preparation but gives a higher attack bonus for a period of time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Charge Block&#039;&#039;&#039;: By setting up to receive a charge, the attacker is given a defensive bonus at the expense of attack power. If the attacker is performing a Charge, will deal extra damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Counter Strike&#039;&#039;&#039;: By preparing oneself to receive the attack, the defender can fire a counterstrike for greater effects.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Feint&#039;&#039;&#039;: Attacker bend his weapon to the opponent one then push him over before delineating a powerful blow on opponent back. Stun opponent for few second.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Wrath&#039;&#039;&#039;: Fence your opponent weapon off with your shield then jump hit him with the weapon. Stun for few second and high slash/blunt/pierce damage with jumped movement. Very fast move, unblockable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Assassin ==&lt;br /&gt;
&lt;br /&gt;
This style is mostly used by the stealthy characters and the warriors that favor knives, daggers or shortswords use. It requires agility, has a deadly attack power but is less good in defense. Disadvantage against &amp;quot;barbaric&amp;quot; opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: Assassin Weapon 10, Knife &amp;amp; Dagger or Sword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knives, daggers, shortswordsWeapons: all weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Existing Quest Chain&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Assassin) --&amp;gt; (Lethal Takedown)&lt;br /&gt;
(Assassin) --&amp;gt; (Dark Cloak)&lt;br /&gt;
(Lethal Takedown) --&amp;gt; (Slit the Throat)&lt;br /&gt;
(Dark Cloak) --&amp;gt; (Slit the Throat)&lt;br /&gt;
(Slit the Throat) --&amp;gt; (Backstabbing Blow)&lt;br /&gt;
(Backstabbing Blow) --&amp;gt; (Bloodthirst)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Lethal Takedown&#039;&#039;: Attacker attacks from the opponent&#039;s back, and tries to take the opponent down by hitting him on heels or the legs. The wounds caused by this attack bleed over time and reduce the opponent&#039;s agility.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dark Cloak&#039;&#039;: Attacker concentrate his stealth knowledge and coats himself into shadows. As he crouches, the opponent is unable to see or touch him for a few second. Full defensive needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slit the Throat&#039;: Attacker strikes the oppnent&#039;s back, grab the opponent&#039;s head and tries to slits the throat. It requires a good timing and concentration but is able to inflict a letal wound. The wounds caused by this attack cause an extra bleeding over time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Backstabbing Blow&#039;&#039;: Attacker grabs opponent wrist, turns around on himself while pulling opponent forward and stab him in the back. The defender bleeds and is given a Defence Disadvantage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Bloodthirst&#039;&#039;: A fast-paced kill attack which must be performed when the attacker is nearly dead. Standing in front of the opponent, attacker bring his weapon up to the right and slash it down to the left across his body, repeat the moove from top left to bottom right then finish on a down to up moove. Gives bleeding debuff and can one shot kill the target.&lt;br /&gt;
&lt;br /&gt;
= Combat styles under development =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fencing ==&lt;br /&gt;
Fencing style is more refined and less brutal than other weapon styles, it relies more on agility and speed instead of sheer strength and muscle power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill level 10, Agility (AGI) 60&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Longsword, Shortsword, Sabre&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fencing) --&amp;gt; (A)&lt;br /&gt;
(Fencing) --&amp;gt; (B)&lt;br /&gt;
(A) --&amp;gt; (Feint\nReq.: AGI 80, Sword 20)&lt;br /&gt;
(B) --&amp;gt; (Feint\nReq.: AGI 80, Sword 20)&lt;br /&gt;
(Feint\nReq.: AGI 80, Sword 20) --&amp;gt; (Risposte\nReq.: AGI 80, Sword 40)&lt;br /&gt;
(Risposte\nReq.: AGI 80, Sword 40) --&amp;gt; (D\nReq.: AGI 80, Sword 60)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Left-hand ==&lt;br /&gt;
&lt;br /&gt;
This fighting style is sophisticate. It require an high flexibility and agility, beeing able to feint with suppleness and surprise the opponent with fast body and weapon moove. This style focus on the speed and attack power. Poor defense, this style is at disadvantage against shielded opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sword, Shortsword, Knife, Dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Left-hand) --&amp;gt; (Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10) --&amp;gt; (Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30)&lt;br /&gt;
(Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30) --&amp;gt; (The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100)&lt;br /&gt;
(The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100) --&amp;gt; (Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70) --&amp;gt; (Feint of the Left-hand\nReq.: Sword 100, Knife &amp;amp; Dagger 100, Agility 200)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Thrust&#039;&#039;: Attacker raise sword horizontaly and parry opponent attack for few second. He, while then, lay down a bit and thrust forward at the opponent onto the chest with the dagger. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Cross Parry&#039;&#039;: Attacker cross firmly his sword and dagger hilts and parry opponent attack. Attacker then push his opponent backward and quickly open his arms, giving fast slash of his weapons. Slight Defense advantage for a few second. Eventual slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Sliding&#039;&#039;: Attacker quickly side face opponent, the tip of the sword up letting opponent weapon slide along his sword blade. Opponent is driven forward by his movement and attacker raise left hand above and stab his neck. Give time for attacker to step back.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Hilt Catch&#039;&#039;: Quickly dodge opponent attack with a side step and catch the hilt of his weapon with the dagger. Follow with a fast slash of the sword. High pierce damage. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Feint of the Left-hand&#039;&#039;: Attacker engage the opponent with main weapon (sword) by doing big whirls. Attract your opponent attention on your main weapon then surprise him with a swift attack of the left-hand weapon (small weapon). Easily pierce opponent defense. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
== Two-Axe ==&lt;br /&gt;
&lt;br /&gt;
The axe is a perfect compromise between sword and hammer, give the speed and slash damage of the sword and permit attacker to crush on opponent like with an hammer. This style is highly balanced but hard to master. Primary mean of defense is dodging for axe weilders. Good for speedy, deadly attack and nasty tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Axe skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all axes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-Axe) --&amp;gt; (Close Whack\nReq.: Axe 10)&lt;br /&gt;
(Close Whack\nReq.: Axe 10) --&amp;gt; (Block and Poke\nReq.: Axe 30)&lt;br /&gt;
(Block and Poke\nReq.: Axe 30) --&amp;gt; (Strike and Pull\nReq.: Axe 50)&lt;br /&gt;
(Strike and Pull\nReq.: Axe 50) --&amp;gt; (Tricked Hook\nReq.: Axe 70)&lt;br /&gt;
(Tricked Hook\nReq.: Axe 70) --&amp;gt; (Master Blow\nReq.: Axe 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Close Whack&#039;&#039;: Power moove for close combat. Attacker whack opponent on the head with the end of his axe&#039;s haft. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Block and Poke&#039;&#039;: With right-hand axe haft, attacker block opponent move and poke in the pit of his stomach by a blunt thrust of his left-hand axe-head. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Strike and Pull&#039;&#039;: Swing axe aiming at the ennemy and when the haft strikes the ennemy&#039;s body, the attacker fix the axe in that position and then shift the whole body back by sliding the rear foot backward. Attack bonus. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Tricked Hook&#039;&#039;: Attacker hook over the neck of opponent with axe head to compel him to move in another direction. Attacker can then smash his other axe onto the back of the opponent. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Master Blow&#039;&#039;: The wielder swirl his axes around, confusing his opponent before delivring a double straight blow. The attacker use the balance of his axes to concentrate all the force of the blow into a small section of the edge so the axes has enough power to punch throught helmet or mail. High pierce damage. Bloody stance needed, bad defense for attacker.&lt;br /&gt;
&lt;br /&gt;
== Two-handed Fencing ==&lt;br /&gt;
&lt;br /&gt;
This style is very popular among the warriors, especially the tall races. A claymore permit to attack with an extra range and use the weapon lenght to do more damage. Those weapon are designed for close combat and duels. They make up for the weapon&#039;s slowness on the defence and can allow another blade to be momentarily trapped or bound up. Style Equally good in attack and defense, it require strenght, endurance and a good technique. Very effective against armored opponent. Disadvantage against small weapon users.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Strength 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: claymore&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-handed Fencing) --&amp;gt; (Edge Cut\nReq.: Sword 10)&lt;br /&gt;
(Edge Cut\nReq.: Sword 10) --&amp;gt; (Angry Charge\nReq.: Sword 30)&lt;br /&gt;
(Angry Charge\nReq.: Sword 30) --&amp;gt; (Metal Barrier\nReq.: Strength 200, Endurance 200)&lt;br /&gt;
(Metal Barrier\nReq.: Strength 200, Endurance 200) --&amp;gt; (The Bound\nReq.: Sword 70)&lt;br /&gt;
(The Bound\nReq.: Sword 70) --&amp;gt; (Blade Swirl\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Edge Cut&#039;&#039;: Attacker whirls around his claymore horizontaly  from up right to down on his opponent shoulders or arms with the sharp edge of the blade. This large moove describe almost a complet circle which increase the impact force. High slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Angry Charge&#039;&#039;: Attacker start with a high stance, with claymore above his head, the tip of the sword menacing the opponent face, both hands on the pommel. Attacker extend his arms in front of him then moove forward in a charge, straight to the target. Fast Attack with high pierce damage if not blocked.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Metal Barrier&#039;&#039;: Attacker present his claymore horizontaly, left hand on the pommel, right hand grabing the blade firmly, presenting the open space to the opponent weapon for an effective block. Efficient on defensives modes. Require to wear armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Bound&#039;&#039;: Attacker firmly stop opponent attack moove by putting his weapon blade against his opponent one. He then exert a pression to drive the opponent weapon away without cuting the blades bound. Attacker get close by opponent, his blade slipping straight to the opponent body. Defense bonus + Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Swirl&#039;&#039;: Close combat moove. Right hand on the pommel, left hand in the middle of the blade, the tip of the claymore pointed toward the ennemy&#039;s head, Attacker gives a powerfull hit on the opponent helmet with the tip of the blade, Attacker then swirl his blade around, pommel forward he excute a low sweep toward opponent legs. This combo is unstoppable, give high pierce then blunt damage. Require to wear armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
== Staff and Spear ==&lt;br /&gt;
&lt;br /&gt;
Combat with a stick or a quaterstaff has a long and varied history mostly due to the fact that it is very easy to manufacture. The quaterstaff is a long, slender club like structure that is used to deliver blunt, crushing blows. It is traditionaly made of oak or ash. The lenght can vary from 1,8 to 5,4 meters. This weapons is mostly used by martial art practitioners to keep ennemy at range. All the fighting maneuvers are fast-paced. Require an high agility and accuracy. This weapon can hurt even armored opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Polearm &amp;amp; Spear skill 0, Agility 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all polearm &amp;amp; spear weapons&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Staff &amp;amp; Spear) --&amp;gt; (Downward Strike\nReq.: Polearm &amp;amp; Spear 10)&lt;br /&gt;
(Downward Strike\nReq.: Polearm &amp;amp; Spear 10) --&amp;gt; (Defense Manoeuver\nReq.: Endurance 100, Agility 100)&lt;br /&gt;
(Defense Manoeuver\nReq.: Endurance 100, Agility 100) --&amp;gt; (Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150)&lt;br /&gt;
(Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150) --&amp;gt; (Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200)&lt;br /&gt;
(Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200) --&amp;gt; (Thrust Fury\nReq.: Polearm &amp;amp; Spear 100, Endurance 300, Agility 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Downward Strike&#039;&#039;: Staff hold by the non-dominant hand at the base of the weapon, other hand placed a quarter of the way up the staff. Attacker then drop the top hand to deliver a blow with the quarterstaff on opponent mid-section. Then, the warrior deliver an overhead blow to the back of the ennemy as he crouche over in pain. Double blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defense Manoeuver&#039;&#039;: Attacker block any blow by mooving his dominant hand which should be placed a quarter of the way up the staff. Bottom hand remain stationary while the dominant hand move in the direction that the blow is coming from. This moove is very precise and permit attacker to block most of the attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Upward Strike&#039;&#039;: Attacker left shoulder face opponent left shoulder. Long range. Attacker step forward opponent, knees sightly bent, attacker give a quick blow at the left side of opponent head with the left tip of the quaterstaff. Attacker then quickly change side and bring the right end of the staff up in a blow at the opposite side of opponent head. Double Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Stun&#039;&#039;: Body well cocked for maximum striking force, holding the staff straight behind him, attacker deliver a powerful horizontal strike at any part of opponent body. Bloody Stance. An hit delivred with this moove stun the opponent for few second. Too much use of this maneuver tire the weilder.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Thrust Fury&#039;&#039;: A multiple smash and hit maneuver. Attacker Start by holding the staff with one hand while resting the butt firmly on the ground. Attacker give a slight hit of the staff onto opponent weapon fencing it off. He then grab staff with both hand and thrust onto opponent chest (blunt damage with staf, pierce with polearm). Then, quickly give a large hit of the staff bottom onto opponent back, turns on himself and thrust once more with the tip of the staff. 3 hits in a row into a fast-paced moove.&lt;br /&gt;
&lt;br /&gt;
== Wasp ==&lt;br /&gt;
&lt;br /&gt;
The use of two daggers permit the wielder a very fast-paced combat. The warrior can moove around easily, dodges blows and afflict multiple slash in a row. Strategicaly this style consist in a constant harassment of the opponent. The upmost point of this style is to always keep the dagger forward, in an intimidation moove, highly offensive. This fighting style has a poor defense power, the attack delivred aren&#039;t very powerfull but constant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knife, dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Wasp) --&amp;gt; (Scratch\nReq.: Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Scratch\nReq.: Knife &amp;amp; Dagger 10) --&amp;gt; (Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100)&lt;br /&gt;
(Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100) --&amp;gt; (Mooving Target\nReq.: Agility 200)&lt;br /&gt;
(Mooving Target\nReq.: Agility 200) --&amp;gt; (Assault\nReq.: Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Assault\nReq.: Knife &amp;amp; Dagger 70) --&amp;gt; (Blade Storm\nReq.: Knife &amp;amp; Dagger 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Scratch&#039;&#039;: Attacker in an agressive stance, moove from left to right in a confusing motion, then jump on the opponent left side and gives two quick stabs. 2 pierce damage in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blackmail&#039;&#039;: Attacker hold both dagger vertically, the tip pointing to the ground. Attacker quickly grasp opponent weapon hilt with a dagger while afflicting quick cuts with the other dagger on opponent hands and forearms. Can give up to 4 little slash hits in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Mooving Target&#039;&#039;: Attacker has strong foot forward, rear heel up, weapon in front of solar plexus, the other protect the throat. This stance permit attacker to moove left and right around the opponent, excecuting quick slashes of his blade on any part of the opponent body (up to 10 little slashes in a row depending on opponent defensive power). Defensive stance. Slight slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Assault&#039;&#039;: Attacker sprint charge a short distance straight onto opponent and suddently step to the left, thrust onto opponent body while passing by with right dagger and turn around on himself giving a large slash across body of his left dagger onto opponent back. 2 hits in a row with good pierce and slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Storm&#039;&#039;: Attacker moove forward, forming a up to down slash across body whirl with his arms in a very fast-paced moove, tips of the daggers pointing to the ground. When close enough of the opponent, attacker jump and plant his dagger onto opponent shoulder or neck until the hilt. Multiple slash damages and a last high pierce damage hit. Very difficult to parry.&lt;br /&gt;
&lt;br /&gt;
== Fists and Feet ==&lt;br /&gt;
&lt;br /&gt;
This style is the art of using the body as a weapon. It require from the warrior an high concentration and accuracy, not only for the fighting technique but also because a strong mental is needed. The Fists and Feet user must constantly advance quickly and stay in a very close range to be more efficient. Size or force of the warrior doesn&#039;t matter as long as they master their technique and strategy. Can be very efficient against long range weapon if able to get closer to target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Melee skill 0, Agility 50, Strength 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fists and Feet) --&amp;gt; (One-inch Punch\nReq.: Melee 10)&lt;br /&gt;
(One-inch Punch\nReq.: Melee 10) --&amp;gt; (Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100)&lt;br /&gt;
(Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100) --&amp;gt; (Roundhouse Kick\nReq.: Melee 70)&lt;br /&gt;
(Roundhouse Kick\nReq.: Melee 70) --&amp;gt; (Defensive Stance\nReq.: Endurance 200, Agility 200)&lt;br /&gt;
(Defensive Stance\nReq.: Endurance 200, Agility 200) --&amp;gt; (The Great Chain\nReq.: Melee 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;One-inch Punch&#039;&#039;: Attacker stand with his fists very close to the target. He then make a quick movement of the wrist which is held with the knuckles facing out on a horizontal axis, the wrist is then moved up and a strike is produced with the botton two knuckles. Generate a tremendous amount of impact force at very close distance. High blunt damage. Damage increased if a Kran or if armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Vertical Rebound Punch&#039;&#039;: The limb directly in front of the chest, elbow down, Attacker sprint jump over opponent and deliver a first vertical punch down on opponent body. The vertical nature of the punch allows attacker to absord the rebound of the punch which increase the power of the second blow given afterward while landing. Double blunt damage, the second beeing bigger. Damage increased if a Kran or if wearing armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Roundhouse Kick&#039;&#039;: Can be done targeting the low, middle or high opponent body part. Side facing opponent, Attacker throw his leg, hips rotating into the kick in order to convey more power in it, using abdominal muscles in the act of rotation for more effect. Attacker raise up on the ball of his foot while kicking to allow greater pivoting speed and increase the power. Attacker hits with the shin which reduce the kick&#039;s reach but does more damage. Up to 2 hits in a row. High blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defensive Stance&#039;&#039;: Attacker jump up avoiding sweep attack, or switch left to right to avoid straight attack, using arms as barriers to block opponent attack. If two hits blocked in a row, a charge counter-attack is enabled. Average Blunt damage. High defensive rate. Defensive stances needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Great Chain&#039;&#039;: Fast-paced chain. Attacker step quickly to the left, block opponent attack with right arm and deliver a quick and powerfull punch with the joined fingers of the left hand onto ennemy&#039;s face. Attacker then excecute a low sweep kick in opponent legs which makes him fall backward, enough for attacker to throw a second and powerfull jumping punch on the stomach. Triple Blunt damage. Impossible to parry. A few second Stagger debuff to opponent.&lt;br /&gt;
&lt;br /&gt;
== Long Knife ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;long knifes&amp;quot; are sturdy weapons with thick and curved blades able to undergoes harsh blows. Sabre users can afflict powerfull hits, and pierce even the toughest armor for the best practitioners. The very structure of those weapons permit a fencing style of cut aswell as thrust. The Long Knife Style is very particular and can surprise the unaware opponents. Low defensive capacity, this style is all in the parry and counter-strike strategy. A close combat style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sabre, Broadsword, Falchion&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Long Knife) --&amp;gt; (Moulane Cut\nReq.: Sword 10)&lt;br /&gt;
(Moulane Cut\nReq.: Sword 10) --&amp;gt; (Slipping Thrust\nReq.: Sword 30)&lt;br /&gt;
(Slipping Thrust\nReq.: Sword 30) --&amp;gt; (Sword Fury\nReq.: Sword 50)&lt;br /&gt;
(Sword Fury\nReq.: Sword 50) --&amp;gt; (T Cross\nReq.: Sword 70)&lt;br /&gt;
(T Cross\nReq.: Sword 70) --&amp;gt; (Whirl Confusion\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Moulane Cut&#039;&#039;: En garde in front of opponent, attacker flips the sword from left to right with a slight moove of his wrist. Very fast attack which deliver an high cut damage to unaware ennemy.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slipping Thrust&#039;&#039;: Standing in front of opponent, attacker with strong leg forward will block an attack buy giving a slight hit on ennemy&#039;s weapon. His sword will stay bound to the ennemy&#039;s blade, slips against it then bounce up to give an hit on the head. Thrust damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Sword Fury&#039;&#039;: Attacker block an attack with right sabre, driving opponent weapon down then deliver a quick and powerfull slash across body from left to right, turn around on himself and reiterate. Double high slash damage. Hard to parry.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;T Cross&#039;&#039;: Attacker crosses his blades perpenducularly, orientating the crossing point for it to face opponent at any moment. If a hit is taken in the defensive block, attacker counter strike with right sword, inflicting a powerfull straight cut onto opponent body. Defensive stance needed. Good cut damage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Whirl Confusion&#039;&#039;: Attacker makes a quick vertical whirl with his right hand weapon while mooving toward opponent, unable to parry the charge without some slight slash damage. Attacker finish on a quick low slash onto opponent legs. Multiple slight slash damage if oponent on defensive stance. High slash damage onto the legs. Stun for few seconds.&lt;br /&gt;
&lt;br /&gt;
== Swordmaster ==&lt;br /&gt;
&lt;br /&gt;
The swordmaster dual-weilding is able to moove around his target and realise beautifull technical swing of his swords, mostly with the same type of weapon in each hands. This style is generaly not used in a battle field due to it beeing hard to learn and difficult to master (hard to learn to use the left hand as good as the right). This Style is good in a one on one situation but very less good against a group of target or against archers. It&#039;s mostly a parry and riposte style. Wielder of two swords must be able to quickly switch stances and sword position to keep the inbalance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Shortsword, Longsword, Broadsword&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Swordmaster) --&amp;gt; (Offensive Defense\nReq.: Sword 10)&lt;br /&gt;
(Offensive Defense\nReq.: Sword 10) --&amp;gt; (The Scissor\nReq.: Sword 30)&lt;br /&gt;
(The Scissor\nReq.: Sword 30) --&amp;gt; (The Embrace\nReq.: Sword 50)&lt;br /&gt;
(The Embrace\nReq.: Sword 50) --&amp;gt; (Counter-Swing\nReq.: Sword 70)&lt;br /&gt;
(Counter-Swing\nReq.: Sword 70) --&amp;gt; (Blade Stream\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Offensive Defense&#039;&#039;: Attacker use the defensive blade to find and bind opponent&#039;s blade(s) and shift them out of line as the offensive blade moves in with a cut or thrust as the opponent&#039;s exposed body. Defensive Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Scissor&#039;&#039;: Attacker trap opponent weapon(s) in the distal space between his crossed blades and then close the space with a scissoring motion to keep the opposing weapon(s) trapped as attacker thrust both blades simultaneously into ennemy&#039;s face, throat or body. Both defense and attack point. Defensive Stance needed. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Embrace&#039;&#039;: Attacker face opponent legs spreads and arms opponent, tip of his sword pointing up, he hit opponent weapon(s) with left hand then excecute a large slash across body from left to right on opponent chest. High slash damage. Normal Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Counter Swing&#039;&#039;: Attacker block an incoming hit with his left hand sword then immediatly swing with main sword (right hand) toward the forearm of the opponent&#039;s main arm. Attacker then follow-up with a attack to opponent legs. Double slash damage. Agressive stance neeeded.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Stream&#039;&#039;: Attacker slashes an X at opponent, first from top to bottom and then bottom to top. Attacker then makes a diagonal slash with the right sword, top-right to bottom-left, spin left and uses this momentum to deal a horizontal right to left slash with left sword. Fast-paced moove with 4 slash damage in a row. Bloody stance needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Engine documents]] [[Category:Server Design]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=ProgressionEvents&amp;diff=21068</id>
		<title>ProgressionEvents</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=ProgressionEvents&amp;diff=21068"/>
		<updated>2016-04-20T15:50:21Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==AnimalAffinityOp==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==AnimationOp==&lt;br /&gt;
This is a run once animation command. The animation name is not validated, only client knows if it has the animation.&lt;br /&gt;
&lt;br /&gt;
Syntax:&lt;br /&gt;
  &amp;lt;animation aim=&amp;quot;Target&amp;quot; name=&amp;quot;animationX&amp;quot; /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Target&#039;&#039;&#039; = the operation&#039;s target&lt;br /&gt;
&#039;&#039;&#039;value&#039;&#039;&#039; = the animation name, these can be: attack, craft, craft_hammer, ...&lt;br /&gt;
&lt;br /&gt;
==ActionOp==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==CancelOp==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==DestroyOp==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ExperienceOp==&lt;br /&gt;
Adjust the experience of the target.&lt;br /&gt;
&lt;br /&gt;
Syntax:&lt;br /&gt;
  &amp;lt;exp type=&amp;quot;allocate_last&amp;quot; value=&amp;quot;#&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;allocate_type&#039;&#039;&#039; = &amp;quot;allocate_last&amp;quot; means allocate damage last otherwise damage is allocated&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;value&#039;&#039;&#039; = &amp;quot;#&amp;quot; amount of experience to give single player or share with others&lt;br /&gt;
&lt;br /&gt;
==CreateFamiliarOp==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==FactionOp==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==FxOp==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==IfOp==&lt;br /&gt;
This operation allow to asses a condition and execute other operations if the result return true or false. It&#039;s a classic if/then/else operation.&lt;br /&gt;
&lt;br /&gt;
Syntax:&lt;br /&gt;
  &amp;lt;if t=&amp;quot;...&amp;quot;&amp;gt; &lt;br /&gt;
    &amp;lt;then&amp;gt;...&amp;lt;/then&amp;gt; &lt;br /&gt;
    &amp;lt;else&amp;gt;...&amp;lt;/else&amp;gt;&lt;br /&gt;
  &amp;lt;/if&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;t&#039;&#039;&#039; = &amp;quot;...&amp;quot; a mathscript condition to verify.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
Check if &#039;Water Barrier&#039; spell is active on the target and send a message based on that:&lt;br /&gt;
  &amp;lt;if t=&amp;quot;Target:ActiveSpellCount(&#039;Water Barrier&#039;) &amp;amp;lt; 1&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;then&amp;gt;&lt;br /&gt;
      &amp;lt;msg aim=&amp;quot;Target&amp;quot; text=&amp;quot;${Target} is not under Water Barrier spell.&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/then&amp;gt;&lt;br /&gt;
    &amp;lt;else&amp;gt;&lt;br /&gt;
      &amp;lt;msg aim=&amp;quot;Target&amp;quot; text=&amp;quot;${Target} is under Water Barrier spell.&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/else&amp;gt;&lt;br /&gt;
  &amp;lt;/if&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==LetOp==&lt;br /&gt;
This operation allow to setup one or more variable which can be used inside the let operation block.&lt;br /&gt;
&lt;br /&gt;
Syntax:&lt;br /&gt;
  &amp;lt;let vars=&amp;quot;...&amp;quot;/&amp;gt; or &amp;lt;let vars=&amp;quot;...&amp;quot;&amp;gt;...&amp;lt;/let&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;vars&#039;&#039;&#039; = &amp;quot;...&amp;quot; define a mathscript environment.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
Setup Roll (random 0-100), Will and Power variables:&lt;br /&gt;
  &amp;lt;let vars=&amp;quot;Roll=rnd(100);Will=Target:GetSkillValue(51); Power=0.8^(0.1*Will)*Roll;&amp;quot;&amp;gt;&lt;br /&gt;
  ...&lt;br /&gt;
  &amp;lt;/let&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==HPOp==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==HPRateAOp==&lt;br /&gt;
Change the HP statistics of a character in Applied mode.&lt;br /&gt;
&lt;br /&gt;
Syntax:&lt;br /&gt;
  &amp;lt;hp-rate value=&amp;quot;...&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;value&#039;&#039;&#039; = &amp;quot;...&amp;quot; a mathscript defined value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
Increase the Actor HP rate by 10 points:&lt;br /&gt;
  &amp;lt;hp-rate value=&amp;quot;10&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==ItemOp==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==KeyOp==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==MechanismMsgOp==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==MsgOp==&lt;br /&gt;
Used to send a system message to the user client. Variables ($variable_name) con be used inside the text.&lt;br /&gt;
&lt;br /&gt;
Syntax:&lt;br /&gt;
  &amp;lt;msg aim=&amp;quot;...&amp;quot;  text=&amp;quot;...&amp;quot; type=&amp;quot;ok|error&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;aim&#039;&#039;&#039; = &amp;quot;...&amp;quot; the operation&#039;s target, depending on the environment can be &#039;&#039;Actor&#039;&#039; or &#039;&#039;Target&#039;&#039;, inside a spell script &#039;&#039;Caster&#039;&#039; is a valid target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;text&#039;&#039;&#039; = &amp;quot;...&amp;quot; the text to display.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;type&#039;&#039;&#039; = &amp;quot;ok|error&amp;quot; the type field is optional and tell the server if the message is an ordinary message or if an error or confirmation message to display on screen. Without this option the message is diplayed in the system message chat tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
Raise the Actor&#039;s strength by 10 points and send a message to the user:&lt;br /&gt;
  &amp;lt;str aim=&amp;quot;Actor&amp;quot; value=&amp;quot;10&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;msg aim=&amp;quot;Actor&amp;quot; text=&amp;quot;$Actor&#039;s strength has been increased by 10 points.&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==NPCCmdOp==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==StatsOp==&lt;br /&gt;
Used to affect a character stat (agility, intelligence, ...).&lt;br /&gt;
This is used to change a character&#039;s stats live in game.&lt;br /&gt;
[[ProgressionEvents#StatsAOp|StatsAOp]] are buffable (see ApplicativeScript).&lt;br /&gt;
&lt;br /&gt;
Syntax:&lt;br /&gt;
  &amp;lt;agi aim=&amp;quot;...&amp;quot;  value=&amp;quot;...&amp;quot;/&amp;gt; or&lt;br /&gt;
  &amp;lt;end aim=&amp;quot;...&amp;quot;  value=&amp;quot;...&amp;quot;/&amp;gt; or&lt;br /&gt;
  &amp;lt;str aim=&amp;quot;...&amp;quot;  value=&amp;quot;...&amp;quot;/&amp;gt; or&lt;br /&gt;
  &amp;lt;cha aim=&amp;quot;...&amp;quot;  value=&amp;quot;...&amp;quot;/&amp;gt; or&lt;br /&gt;
  &amp;lt;int aim=&amp;quot;...&amp;quot;  value=&amp;quot;...&amp;quot;/&amp;gt; or&lt;br /&gt;
  &amp;lt;wil aim=&amp;quot;...&amp;quot;  value=&amp;quot;...&amp;quot;/&amp;gt; or&lt;br /&gt;
&#039;&#039;&#039;aim&#039;&#039;&#039; = &amp;quot;...&amp;quot; the operation&#039;s target, depending on the environment can be &#039;&#039;Actor&#039;&#039; or &#039;&#039;Target&#039;&#039;, inside a spell script &#039;&#039;Caster&#039;&#039; is a valid target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;value&#039;&#039;&#039; = &amp;quot;...&amp;quot; a mathscript defined value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
Reduce Actor&#039;s physical stats by 10% and raise mental stats by 10 points:&lt;br /&gt;
  &amp;lt;str aim=&amp;quot;Actor&amp;quot; value=&amp;quot;-0.1*Actor:GetSkillValue(50)&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;agi aim=&amp;quot;Actor&amp;quot; value=&amp;quot;-0.1*Actor:GetSkillValue(46)&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;end aim=&amp;quot;Actor&amp;quot; value=&amp;quot;-0.1*Actor:GetSkillValue(48)&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;cha aim=&amp;quot;Actor&amp;quot; value=&amp;quot;10&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;int aim=&amp;quot;Actor&amp;quot; value=&amp;quot;10&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;wil aim=&amp;quot;Actor&amp;quot; value=&amp;quot;10&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==StatsAOp==&lt;br /&gt;
Used to affect a character stat (agility, intelligence, ...) in Applied Mode.&lt;br /&gt;
&lt;br /&gt;
This command works like a [[ProgressionEvents#StatsOp|Stats Operation]]. No aim or Target needs to be declared.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
  &amp;lt;str value=&amp;quot;-0.1*Actor:GetSkillValue(50)&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;agi value=&amp;quot;-0.1*Actor:GetSkillValue(46)&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;end value=&amp;quot;-0.1*Actor:GetSkillValue(48)&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;cha value=&amp;quot;10&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;int value=&amp;quot;10&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;wil value=&amp;quot;10&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SkillOp==&lt;br /&gt;
Used to affect a character skill (Alchemy, Melee, Herbal, ...).&lt;br /&gt;
This is used to change a character&#039;s skill live in game.&lt;br /&gt;
[[ProgressionEvents#SkillAOp|SkillAOp]] are buffable (see ApplicativeScript).&lt;br /&gt;
&lt;br /&gt;
Used to affect  in Applied Mode.&lt;br /&gt;
&lt;br /&gt;
Syntax:&lt;br /&gt;
  &amp;lt;skill aim=&amp;quot;...&amp;quot;  value=&amp;quot;...&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;aim&#039;&#039;&#039; = &amp;quot;...&amp;quot; the operation&#039;s target, depending on the environment can be &#039;&#039;Actor&#039;&#039; or &#039;&#039;Target&#039;&#039;, inside a spell script &#039;&#039;Caster&#039;&#039; is a valid target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;value&#039;&#039;&#039; = &amp;quot;...&amp;quot; a mathscript defined value.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
  &amp;lt;skill aim=&amp;quot;Actor&amp;quot; name=&amp;quot;Red Way&amp;quot; value=&amp;quot;-10&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;skill aim=&amp;quot;Actor&amp;quot; name=&amp;quot;Brown Way&amp;quot; value=&amp;quot;10&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SkillAOp==&lt;br /&gt;
Used to affect a character skill (Alchemy, Melee, Herbal, ...) in Applied Mode.&lt;br /&gt;
&lt;br /&gt;
This command works like a [[ProgressionEvents#SkillOp|Skill Operation]]. No aim or Target needs to be declared.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
  &amp;lt;skill name=&amp;quot;Red Way&amp;quot; value=&amp;quot;-10&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;skill name=&amp;quot;Brown Way&amp;quot; value=&amp;quot;10&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==TeleportOp==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==TraitChangeOp==&lt;br /&gt;
Used to create a change in character traits.&lt;br /&gt;
This is used to change a character&#039;s appearance live in game.&lt;br /&gt;
It takes the trait ID number and sends a broadcast out to all the players in range about the change.&lt;br /&gt;
&lt;br /&gt;
Syntax:&lt;br /&gt;
  &amp;lt;trait value=&amp;quot;#&amp;quot;/&amp;gt;&lt;br /&gt;
  value = &amp;quot;#&amp;quot; index id key into traits table&lt;br /&gt;
Examples:&lt;br /&gt;
You apply trait 100 (grey hair) to actor and send message:&lt;br /&gt;
  &amp;lt;trait value=&amp;quot;100&amp;quot; /&amp;gt;&amp;lt;msg aim=&amp;quot;actor&amp;quot; text=&amp;quot;You drop the liquid on your hair.&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==TutorialMsgOp==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==VariableSetOp==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==VariableUnSetOp==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==VitalOp==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==VitalAOp==&lt;br /&gt;
Change the vital statistics (HP, Mana, ... but not Hit Points) of a character in Applied mode.&lt;br /&gt;
&lt;br /&gt;
Syntax:&lt;br /&gt;
  &amp;lt;mana-rate     value=&amp;quot;...&amp;quot;/&amp;gt; or&lt;br /&gt;
  &amp;lt;pstamina-rate value=&amp;quot;...&amp;quot;/&amp;gt; or&lt;br /&gt;
  &amp;lt;mstamina-rate value=&amp;quot;...&amp;quot;/&amp;gt; or&lt;br /&gt;
  &amp;lt;hp-max        value=&amp;quot;...&amp;quot;/&amp;gt; or&lt;br /&gt;
  &amp;lt;mana-max      value=&amp;quot;...&amp;quot;/&amp;gt; or&lt;br /&gt;
  &amp;lt;pstamina-max  value=&amp;quot;...&amp;quot;/&amp;gt; or&lt;br /&gt;
  &amp;lt;mstamina-max  value=&amp;quot;...&amp;quot;/&amp;gt; or&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;value&#039;&#039;&#039; = &amp;quot;...&amp;quot; a mathscript defined value.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
Increase the Actor vitals by 10 points:&lt;br /&gt;
  &amp;lt;mana-rate     value=&amp;quot;10&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;pstamina-rate value=&amp;quot;10&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;mstamina-rate value=&amp;quot;10&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;hp-max        value=&amp;quot;10&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;mana-max      value=&amp;quot;10&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;pstamina-max  value=&amp;quot;10&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;mstamina-max  value=&amp;quot;10&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Engine documents]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=21067</id>
		<title>Combat System</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=21067"/>
		<updated>2016-04-17T20:01:41Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: /* Shield Mastery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= List of Combat buffs/debuffs =&lt;br /&gt;
&lt;br /&gt;
== Attack Advantage ==&lt;br /&gt;
This buff gives the attacker a better chance to hit the opponent; it&#039;s harder for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Attack Disadvantage==&lt;br /&gt;
This debuff makes it harder for the opponent to DODGE incoming attacks.&lt;br /&gt;
&lt;br /&gt;
==Defence Advantage==&lt;br /&gt;
This buff boost the attacker&#039;s defence by making it easier for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Defence Disadvantage==&lt;br /&gt;
This debuff lower the target&#039;s defence by making it harder for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Block Advantage==&lt;br /&gt;
This buff boost the attacker&#039;s parrying capability by making it easier for him to BLOCK.&lt;br /&gt;
&lt;br /&gt;
==Block Disadvantage==&lt;br /&gt;
This debuff lower the target&#039;s parrying capability by making it harder for him to BLOCK.&lt;br /&gt;
&lt;br /&gt;
==Block Hampering==&lt;br /&gt;
Next attempt to BLOCK will automatically fail.&lt;br /&gt;
&lt;br /&gt;
==Automatic Block==&lt;br /&gt;
Next attempt to BLOCK will automatically succeed.&lt;br /&gt;
&lt;br /&gt;
==Extra Damage==&lt;br /&gt;
Extra damage is applied directly after the target has been hit, there can be several type of damage. The most common are: piercing, bludgeoning, slashing.&lt;br /&gt;
&lt;br /&gt;
==Stun==&lt;br /&gt;
The attacker is unable to move for a few second.&lt;br /&gt;
&lt;br /&gt;
==Bleeding==&lt;br /&gt;
The target is wounded and the wound causes a bleeding. The target lose health over time.&lt;br /&gt;
&lt;br /&gt;
==Fatigue==&lt;br /&gt;
The attack fatigue the target, he lose physical stamina over time.&lt;br /&gt;
&lt;br /&gt;
==Maim==&lt;br /&gt;
The attacker is severely wounded his endurance is penalized for some time.&lt;br /&gt;
&lt;br /&gt;
==Ensnare==&lt;br /&gt;
The attacker movement is hampered, his agility is penalized.&lt;br /&gt;
&lt;br /&gt;
==Interrupt Spellcasting==&lt;br /&gt;
This attack is specially aimed at interrupting a spellcaster from casting their spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Main Combat Styles =&lt;br /&gt;
&lt;br /&gt;
== Single Handed Sword ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Knives &amp;amp; Daggers | Knives &amp;amp; Daggers]] level 10 or [[Players Guide/Skills#Sword | Sword]] level 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all swords, all knives and daggers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Single Handed Sword) --&amp;gt; (Side Thrust\nReq.: sword 10)&lt;br /&gt;
(Side Thrust\nReq.: sword 10) --&amp;gt; (Lunge\nReq.: sword 30)&lt;br /&gt;
(Lunge\nReq.: sword 30) --&amp;gt; (Beat Attack\nReq.: sword 50)&lt;br /&gt;
(Beat Attack\nReq.: sword 50) --&amp;gt; (Disengage\nReq.: sword 70)&lt;br /&gt;
(Disengage\nReq.: sword 70) --&amp;gt; (Circular Parry\nReq.: sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Side Thrust&#039;&#039;&#039;: A sword attack hitting with the blade edge.&lt;br /&gt;
* &#039;&#039;&#039;Lunge&#039;&#039;&#039;: An attack made by extending the front leg, using a slight kicking motion and propelling the body forward with the back leg.&lt;br /&gt;
* &#039;&#039;&#039;Beat Attack&#039;&#039;&#039;: The attacker beats the opponent&#039;s blade to gain priority and continues the assault against the target area.&lt;br /&gt;
* &#039;&#039;&#039;Disengage&#039;&#039;&#039;: Attacker begin his attack in one direction, moving quickly, then point down in a semi-circle to attack a different location. A feint used to trick the opponent into blocking in the wrong direction.&lt;br /&gt;
* &#039;&#039;&#039;Circular Parry&#039;&#039;&#039; : The attacker sword is twisted in a circle to catch the opponent&#039;s weapon tip and deflect it away. It is commonly used to counter a disengage. An advanced defensive technique.&lt;br /&gt;
&lt;br /&gt;
== Archery ==&lt;br /&gt;
&lt;br /&gt;
The hunters, the rangers or even the stealthy characters might choose the bows for its high accuracy, keeping ennemy at far range. The archer has a poor defense but he can take on a lot of ennemies in few seconds with deadly shots. Archery is hard to master but a well rewarding style.&lt;br /&gt;
Strenght is vital for the archer, allowing him to draw longer bows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Ranged | Ranged]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all bows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Archery) --&amp;gt; (Precise Shot\nReq.: all bows, Ranged 10)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Rapid Shot\nReq.: shortbow, Ranged 30)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Snap Shot\nReq.: longbow,  Ranged 30, STR 100)&lt;br /&gt;
(Rapid Shot\nReq.: shortbow, Ranged 30) --&amp;gt; (Kneeled Aim\nReq.: shortbow, Ranged 50)&lt;br /&gt;
(Snap Shot\nReq.: longbow,  Ranged 30, STR 100) --&amp;gt; (Ulber Shot\nReq.: longbow, Ranged 50, STR 200)&lt;br /&gt;
(Kneeled Aim\nReq.: shortbow, Ranged 50) --&amp;gt; (Hail of Arrows\nReq.: shortbow, Ranged 70)&lt;br /&gt;
(Ulber Shot\nReq.: longbow, Ranged 50, STR 200) --&amp;gt; (Pierce the Fortress\nReq.: longbow, Ranged 70, STR 300)&lt;br /&gt;
(Hail of Arrows\nReq.: shortbow, Ranged 70) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100, STR 300)&lt;br /&gt;
(Pierce the Fortress\nReq.: longbow, Ranged 70, STR 300) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100, STR 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Precise Shot&#039;&#039;&#039;: Slower but more precise shot, takes longer and inflitcs higher damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rapid Shot&#039;&#039;&#039;: Attacker aim the opponent, draw the string with the thumb, which allow him to walk left and right while shooting arrows very quickly. Attacker can shoot many arrows in few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Snap-Shot&#039;&#039;&#039;: Archer release a first arrow onto target, immediatly followed by a second arrow, slightly delayed, inflicting a powerful double attack with increased damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kneeled Aim&#039;&#039;&#039;: Attacker kneel onto the ground then sit on his heels. Attacker raise the bow, draw the string until the back of the arrow reach the corner of his mouth with three finger and aim right into the opponent chest, almost at close range. No defensive stance possible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ulber Shot&#039;&#039;&#039;: Archer pull the string, which require a good endurance and release an arrow that stagger opponent for few second. Stun effect.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hail of Arrows&#039;&#039;&#039;: Attacker hold several arrows in between the fingers of the draw hand, allowing fast repeat shots. A quick hail of arrows, you&#039;re luck if you&#039;ve not been shot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pierce the Fortress&#039;&#039;&#039;: Attacker aim and release a powerful arrow penetrating mail and plate mail and possibly affecting several aligned targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Incendiary Arrows&#039;&#039;&#039;: By alchemical means, attacker set his arrow on fire, aim and release a &amp;quot;rain&amp;quot; of arrows. Damage over time. Require the possession of a specific potion and the spell Flaming Weapon to be Off.&lt;br /&gt;
&lt;br /&gt;
== War Hammering ==&lt;br /&gt;
&lt;br /&gt;
The War Hammering fighting style is particulary efficient against an armored opponent or group of opponent, especially against plate mail in close combat action.  Hammers and maces allow one to maintain typical long reach of swords while still inflicting damage to armored opponent. This fighting style is slow and can be dodged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Strength (STR) 50.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Mace &amp;amp; Hammer | Mace &amp;amp; Hammer]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all mace &amp;amp; hammer weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(War Hammering) --&amp;gt; (Arm Smash\nReq.: Mace &amp;amp; Hammer 10)&lt;br /&gt;
(Arm Smash\nReq.: Mace &amp;amp; Hammer 10) --&amp;gt; (Break the Guard\nReq.: Mace &amp;amp; Hammer 30)&lt;br /&gt;
(Break the Guard\nReq.: Mace &amp;amp; Hammer 30) --&amp;gt; (Battering Ram\nReq.: Mace &amp;amp; Hammer 50, STR 150)&lt;br /&gt;
(Battering Ram\nReq.: Mace &amp;amp; Hammer 50, STR 150) --&amp;gt; (Shield Pinning\nReq.: Mace &amp;amp; Hammer 70)&lt;br /&gt;
(Shield Pinning\nReq.: Mace &amp;amp; Hammer 70) --&amp;gt; (Swirling Hammer\nReq.: Mace &amp;amp; Hammer 100, STR 250)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arm Smash&#039;&#039;&#039;: Attacker use the head of his mace or hammer to attack his opponent&#039;s armed hand. Slow but  gives the opponent an attack malus for few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Break the Guard&#039;&#039;&#039;: Attacker swing his weapon across from side to side, fencing the opponent&#039;s weapon or shield off. Gives the opponent a defense malus for few seconds. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Battering Ram&#039;&#039;&#039;: Main hand at the base of the weapon, other hand just under weapon head, attacker lean slightly then gives a battering ram like hit onto opponents legs, backs off quickly then slash down a tremendous blow with all the weight of his weapon onto the unbalanced opponent. Can stun for a few seconds. Cannot be performed with any defensive stance. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Pinning&#039;&#039;&#039;: Attacker smash down firmly his weapon on the opponent shield, grappling it, making it fall to the ground or pinning it down. Gives an attack advantage for a few seconds. If the opponent do not use shield but is armored, this power attack will lower his defense capability. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Swirling Hammer&#039;&#039;&#039;: Attacker swirl his mace or hammer above his head then smash it down in a powerful move, hitting several targets. Stuns opponents for a few seconds.&lt;br /&gt;
&lt;br /&gt;
= Secondary Combat Styles =&lt;br /&gt;
&lt;br /&gt;
== Shield Mastery ==&lt;br /&gt;
&lt;br /&gt;
This style hightly favor the defense. The attacker can favor heavy shields to create a true wall around him or favor light ones and use them as weapons delivring blunt damage. Good defensive ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Shield Handling | Shield Handling]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena Schools&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Shield Mastery) --&amp;gt; (Fast Block\nReq.: Shield Handling 10)&lt;br /&gt;
(Fast Block\nReq.: Shield Handling 10) --&amp;gt; (Shield Slam\nReq.: Shield Handling 30)&lt;br /&gt;
(Shield Slam\nReq.: Shield Handling 30) --&amp;gt; (Thwarting Attack\nReq.: Shield Handling 50)&lt;br /&gt;
(Thwarting Attack\nReq.: Shield Handling 50) --&amp;gt; (Wall of Shields\nReq.: Shield Handling 70)&lt;br /&gt;
(Wall of Shields\nReq.: Shield Handling 70) --&amp;gt; (Shield Push\nReq.: any weapons 100, Shield Handling 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fast Block&#039;&#039;&#039;: By feinting an attack, you are able to put up a defence able to block quickly several of his opponent hits.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Slam&#039;&#039;&#039;: Deliver a powerful blow with your shield stunning the opponent for some time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Thwarting Attack&#039;&#039;&#039;: Setup a powerful defensive attack. Next time you&#039;re under attack, use the opponent&#039;s force to hit back with the shield several times, knocking the opponent off for a few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wall of Shields&#039;&#039;&#039;: By raising your shield against the enemies you are able to protect yourself and your friends from the enemies.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Push&#039;&#039;&#039;: Attacker tighten his shields close by and charge the opponent, pushing him backward. Annihilate opponent&#039;s attack power for few seconds.&lt;br /&gt;
&lt;br /&gt;
== Barbaric ==&lt;br /&gt;
&lt;br /&gt;
This style is designed to all the mighty warriors that likes to smash and bash in the fire of battles. Charge in and hit with the power of your strength and the blunt force of your weapon(s). This style doesn&#039;t require as much strengh as we think, the mass of the weapon contribute alone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Strength (STR) 50.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Mace &amp;amp; Hammer | Mace &amp;amp; Hammer]] level 10 or [[Players Guide/Skills#Sword | Sword]] level 10 or [[Players Guide/Skills#Axe | Axe]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all maces and hammers, all swords, all axes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Barbaric) --&amp;gt; (Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10)&lt;br /&gt;
(Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10) --&amp;gt; (Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30)&lt;br /&gt;
(Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30) --&amp;gt; (Guard Wreck\nReq.: Mace &amp;amp; Hammer 50 or Axe 50 or Sword 50, STR 200)&lt;br /&gt;
(Guard Wreck\nReq.: Mace &amp;amp; Hammer 50 or Axe 50 or Sword 50, STR 200) --&amp;gt; (Feint &amp;amp; Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70)&lt;br /&gt;
(Feint &amp;amp; Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70) --&amp;gt; (Whirlwind Strike\nReq.: Mace &amp;amp; Hammer 100 or Axe 100 or Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power Attack&#039;&#039;&#039;: Attacker swing his weapon onto opponent body sides. A powerful attack able to cause more damage but at the expenses of accuracy..&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mighty Swing&#039;&#039;&#039;: Attacker quickly gets down and swings his weapon toward the opponent&#039;s legs, then stands up and lands a second strike on any part of opponent&#039;s body, if the attack hits the head the damage is doubled. Powerful but less accurate. Cannot be used with defensive stances.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Guard Wreck&#039;&#039;&#039;: Using the weight of your weapon, smash right in the opponent guard rending him unavailable to attack properly for few second. This inflict opponent of an attack penalty.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Feint &amp;amp; Smash&#039;&#039;&#039;: The attacker feints a low hit toward the opponent&#039;s feet to attract his attention on blocking low, then makes a turn around and strike the opponent&#039;s other side. Give a few second attack advantage as opponent is knocked backward and stunned.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Whirlwind Strike&#039;&#039;&#039;: By using the full strength of the body the attacker swings his weapon making a circular attack. If not blocked from the start (by the target), the attacker will be able to deal damage to anyone around him. Not particulary accurate but do high damage.&lt;br /&gt;
&lt;br /&gt;
= Quest Chain Combat Styles =&lt;br /&gt;
&lt;br /&gt;
== Infantry ==&lt;br /&gt;
&lt;br /&gt;
As opposed to the Barbaric style, the Infantry style relies more on training and discipline than sheer strength. Soldiers are usually trained to fight with this style. The Infantry style is ideal when coupled with Shield Mastery for one-handed weapon users. This style can be used with any weapon. Equally good at attack and defense, this style is at a disadvantage against two handed weapon or polearms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: any [[Players Guide/Skills#Combat Skills | weapons skills]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Existing Quest Chain&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Infantry) --&amp;gt; (Set to Charge\nReq.: any weapons 10)&lt;br /&gt;
(Set to Charge\nReq.: any weapons 10) --&amp;gt; (Charge Block\nReq.: any weapons 30)&lt;br /&gt;
(Charge Block\nReq.: any weapons 30) --&amp;gt; (Counter Strike\nReq.: any weapons 50)&lt;br /&gt;
(Counter Strike\nReq.: any weapons 50) --&amp;gt; (Infantry Feint\nReq.: any weapons 70)&lt;br /&gt;
(Infantry Feint\nReq.: any weapons 70) --&amp;gt; (Infantry Wrath\nReq.: any weapons 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Set to Charge&#039;&#039;&#039;: Perform a frontal charge against the enemy. This attack requires preparation but gives a higher attack bonus for a period of time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Charge Block&#039;&#039;&#039;: By setting up to receive a charge, the attacker is given a defensive bonus at the expense of attack power. If the attacker is performing a Charge, will deal extra damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Counter Strike&#039;&#039;&#039;: By preparing oneself to receive the attack, the defender can fire a counterstrike for greater effects.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Feint&#039;&#039;&#039;: Attacker bend his weapon to the opponent one then push him over before delineating a powerful blow on opponent back. Stun opponent for few second.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Wrath&#039;&#039;&#039;: Fence your opponent weapon off with your shield then jump hit him with the weapon. Stun for few second and high slash/blunt/pierce damage with jumped movement. Very fast move, unblockable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Assassin ==&lt;br /&gt;
&lt;br /&gt;
This style is mostly used by the stealthy characters and the warriors that favor knives, daggers or shortswords use. It requires agility, has a deadly attack power but is less good in defense. Disadvantage against &amp;quot;barbaric&amp;quot; opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Agility 100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: Assassin Weapon 10, Knife &amp;amp; Dagger or Sword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knives, daggers, shortswords&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Assassin\nReq.: Agility 100, Knife &amp;amp; Dagger 10 or Sword 10) --&amp;gt; (Lethal Takedown\nReq.: Skill 10)&lt;br /&gt;
(Assassin\nReq.: Agility 100, Knife &amp;amp; Dagger 10 or Sword 10) --&amp;gt; (Dark Cloak\nReq.: Skill 10)&lt;br /&gt;
(Lethal Takedown\nReq.: Skill 10) --&amp;gt; (Slit the Throat\nReq.: Skill 30)&lt;br /&gt;
(Dark Cloak\nReq.: Skill 10) --&amp;gt; (Slit the Throat\nReq.: Skill 30)&lt;br /&gt;
(Slit the Throat\nReq.: Skill 30) --&amp;gt; (Backstabbing Blow\nReq.: Skill 60)&lt;br /&gt;
(Backstabbing Blow\nReq.: Skill 60) --&amp;gt; (Bloodthirst\nReq.: Skill 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Lethal Takedown&#039;&#039;: From the opponent&#039;s back, attacker take the opponent down by hitting him on heels or the legs. This attack can stun the opponent for few seconds. Agressive Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slit the Throat&#039;: Attacker attacks from behind the opponent&#039;s back and grab the opponent&#039;s head, making path free to slit his throat. It requires a good timing and concentration but is able to inflict a letal wound.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dark Cloak&#039;&#039;: Attacker concentrate his stealth knowledge and coats himself into shadows. As he crouches, the opponent is unable to see or touch him for a few second. Full defensive needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Backstabbing Blow&#039;&#039;: Attacker grabs opponent wrist, turns around on himself while pulling opponent forward and stab him in the back or inflict a powerfull punching blow. High Pierce/Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Bloodthirst&#039;&#039;: A fast-paced kill moove. Standing behind the opponent, attacker bring his weapon up to the right and slash it down to the left across his body, repeat the moove from top left to bottom right then finish on a down to up moove. Attacker inflict high slash damage on each moove (3). For melee users, Blunt damage with a bonus if player wearing crafted gauntlets. Bloody Stance needed.&lt;br /&gt;
&lt;br /&gt;
= Combat styles under development =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fencing ==&lt;br /&gt;
Fencing style is more refined and less brutal than other weapon styles, it relies more on agility and speed instead of sheer strength and muscle power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill level 10, Agility (AGI) 60&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Longsword, Shortsword, Sabre&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fencing) --&amp;gt; (A)&lt;br /&gt;
(Fencing) --&amp;gt; (B)&lt;br /&gt;
(A) --&amp;gt; (Feint\nReq.: AGI 80, Sword 20)&lt;br /&gt;
(B) --&amp;gt; (Feint\nReq.: AGI 80, Sword 20)&lt;br /&gt;
(Feint\nReq.: AGI 80, Sword 20) --&amp;gt; (Risposte\nReq.: AGI 80, Sword 40)&lt;br /&gt;
(Risposte\nReq.: AGI 80, Sword 40) --&amp;gt; (D\nReq.: AGI 80, Sword 60)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Left-hand ==&lt;br /&gt;
&lt;br /&gt;
This fighting style is sophisticate. It require an high flexibility and agility, beeing able to feint with suppleness and surprise the opponent with fast body and weapon moove. This style focus on the speed and attack power. Poor defense, this style is at disadvantage against shielded opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sword, Shortsword, Knife, Dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Left-hand) --&amp;gt; (Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10) --&amp;gt; (Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30)&lt;br /&gt;
(Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30) --&amp;gt; (The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100)&lt;br /&gt;
(The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100) --&amp;gt; (Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70) --&amp;gt; (Feint of the Left-hand\nReq.: Sword 100, Knife &amp;amp; Dagger 100, Agility 200)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Thrust&#039;&#039;: Attacker raise sword horizontaly and parry opponent attack for few second. He, while then, lay down a bit and thrust forward at the opponent onto the chest with the dagger. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Cross Parry&#039;&#039;: Attacker cross firmly his sword and dagger hilts and parry opponent attack. Attacker then push his opponent backward and quickly open his arms, giving fast slash of his weapons. Slight Defense advantage for a few second. Eventual slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Sliding&#039;&#039;: Attacker quickly side face opponent, the tip of the sword up letting opponent weapon slide along his sword blade. Opponent is driven forward by his movement and attacker raise left hand above and stab his neck. Give time for attacker to step back.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Hilt Catch&#039;&#039;: Quickly dodge opponent attack with a side step and catch the hilt of his weapon with the dagger. Follow with a fast slash of the sword. High pierce damage. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Feint of the Left-hand&#039;&#039;: Attacker engage the opponent with main weapon (sword) by doing big whirls. Attract your opponent attention on your main weapon then surprise him with a swift attack of the left-hand weapon (small weapon). Easily pierce opponent defense. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
== Two-Axe ==&lt;br /&gt;
&lt;br /&gt;
The axe is a perfect compromise between sword and hammer, give the speed and slash damage of the sword and permit attacker to crush on opponent like with an hammer. This style is highly balanced but hard to master. Primary mean of defense is dodging for axe weilders. Good for speedy, deadly attack and nasty tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Axe skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all axes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-Axe) --&amp;gt; (Close Whack\nReq.: Axe 10)&lt;br /&gt;
(Close Whack\nReq.: Axe 10) --&amp;gt; (Block and Poke\nReq.: Axe 30)&lt;br /&gt;
(Block and Poke\nReq.: Axe 30) --&amp;gt; (Strike and Pull\nReq.: Axe 50)&lt;br /&gt;
(Strike and Pull\nReq.: Axe 50) --&amp;gt; (Tricked Hook\nReq.: Axe 70)&lt;br /&gt;
(Tricked Hook\nReq.: Axe 70) --&amp;gt; (Master Blow\nReq.: Axe 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Close Whack&#039;&#039;: Power moove for close combat. Attacker whack opponent on the head with the end of his axe&#039;s haft. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Block and Poke&#039;&#039;: With right-hand axe haft, attacker block opponent move and poke in the pit of his stomach by a blunt thrust of his left-hand axe-head. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Strike and Pull&#039;&#039;: Swing axe aiming at the ennemy and when the haft strikes the ennemy&#039;s body, the attacker fix the axe in that position and then shift the whole body back by sliding the rear foot backward. Attack bonus. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Tricked Hook&#039;&#039;: Attacker hook over the neck of opponent with axe head to compel him to move in another direction. Attacker can then smash his other axe onto the back of the opponent. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Master Blow&#039;&#039;: The wielder swirl his axes around, confusing his opponent before delivring a double straight blow. The attacker use the balance of his axes to concentrate all the force of the blow into a small section of the edge so the axes has enough power to punch throught helmet or mail. High pierce damage. Bloody stance needed, bad defense for attacker.&lt;br /&gt;
&lt;br /&gt;
== Two-handed Fencing ==&lt;br /&gt;
&lt;br /&gt;
This style is very popular among the warriors, especially the tall races. A claymore permit to attack with an extra range and use the weapon lenght to do more damage. Those weapon are designed for close combat and duels. They make up for the weapon&#039;s slowness on the defence and can allow another blade to be momentarily trapped or bound up. Style Equally good in attack and defense, it require strenght, endurance and a good technique. Very effective against armored opponent. Disadvantage against small weapon users.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Strength 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: claymore&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-handed Fencing) --&amp;gt; (Edge Cut\nReq.: Sword 10)&lt;br /&gt;
(Edge Cut\nReq.: Sword 10) --&amp;gt; (Angry Charge\nReq.: Sword 30)&lt;br /&gt;
(Angry Charge\nReq.: Sword 30) --&amp;gt; (Metal Barrier\nReq.: Strength 200, Endurance 200)&lt;br /&gt;
(Metal Barrier\nReq.: Strength 200, Endurance 200) --&amp;gt; (The Bound\nReq.: Sword 70)&lt;br /&gt;
(The Bound\nReq.: Sword 70) --&amp;gt; (Blade Swirl\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Edge Cut&#039;&#039;: Attacker whirls around his claymore horizontaly  from up right to down on his opponent shoulders or arms with the sharp edge of the blade. This large moove describe almost a complet circle which increase the impact force. High slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Angry Charge&#039;&#039;: Attacker start with a high stance, with claymore above his head, the tip of the sword menacing the opponent face, both hands on the pommel. Attacker extend his arms in front of him then moove forward in a charge, straight to the target. Fast Attack with high pierce damage if not blocked.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Metal Barrier&#039;&#039;: Attacker present his claymore horizontaly, left hand on the pommel, right hand grabing the blade firmly, presenting the open space to the opponent weapon for an effective block. Efficient on defensives modes. Require to wear armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Bound&#039;&#039;: Attacker firmly stop opponent attack moove by putting his weapon blade against his opponent one. He then exert a pression to drive the opponent weapon away without cuting the blades bound. Attacker get close by opponent, his blade slipping straight to the opponent body. Defense bonus + Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Swirl&#039;&#039;: Close combat moove. Right hand on the pommel, left hand in the middle of the blade, the tip of the claymore pointed toward the ennemy&#039;s head, Attacker gives a powerfull hit on the opponent helmet with the tip of the blade, Attacker then swirl his blade around, pommel forward he excute a low sweep toward opponent legs. This combo is unstoppable, give high pierce then blunt damage. Require to wear armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
== Staff and Spear ==&lt;br /&gt;
&lt;br /&gt;
Combat with a stick or a quaterstaff has a long and varied history mostly due to the fact that it is very easy to manufacture. The quaterstaff is a long, slender club like structure that is used to deliver blunt, crushing blows. It is traditionaly made of oak or ash. The lenght can vary from 1,8 to 5,4 meters. This weapons is mostly used by martial art practitioners to keep ennemy at range. All the fighting maneuvers are fast-paced. Require an high agility and accuracy. This weapon can hurt even armored opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Polearm &amp;amp; Spear skill 0, Agility 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all polearm &amp;amp; spear weapons&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Staff &amp;amp; Spear) --&amp;gt; (Downward Strike\nReq.: Polearm &amp;amp; Spear 10)&lt;br /&gt;
(Downward Strike\nReq.: Polearm &amp;amp; Spear 10) --&amp;gt; (Defense Manoeuver\nReq.: Endurance 100, Agility 100)&lt;br /&gt;
(Defense Manoeuver\nReq.: Endurance 100, Agility 100) --&amp;gt; (Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150)&lt;br /&gt;
(Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150) --&amp;gt; (Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200)&lt;br /&gt;
(Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200) --&amp;gt; (Thrust Fury\nReq.: Polearm &amp;amp; Spear 100, Endurance 300, Agility 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Downward Strike&#039;&#039;: Staff hold by the non-dominant hand at the base of the weapon, other hand placed a quarter of the way up the staff. Attacker then drop the top hand to deliver a blow with the quarterstaff on opponent mid-section. Then, the warrior deliver an overhead blow to the back of the ennemy as he crouche over in pain. Double blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defense Manoeuver&#039;&#039;: Attacker block any blow by mooving his dominant hand which should be placed a quarter of the way up the staff. Bottom hand remain stationary while the dominant hand move in the direction that the blow is coming from. This moove is very precise and permit attacker to block most of the attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Upward Strike&#039;&#039;: Attacker left shoulder face opponent left shoulder. Long range. Attacker step forward opponent, knees sightly bent, attacker give a quick blow at the left side of opponent head with the left tip of the quaterstaff. Attacker then quickly change side and bring the right end of the staff up in a blow at the opposite side of opponent head. Double Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Stun&#039;&#039;: Body well cocked for maximum striking force, holding the staff straight behind him, attacker deliver a powerful horizontal strike at any part of opponent body. Bloody Stance. An hit delivred with this moove stun the opponent for few second. Too much use of this maneuver tire the weilder.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Thrust Fury&#039;&#039;: A multiple smash and hit maneuver. Attacker Start by holding the staff with one hand while resting the butt firmly on the ground. Attacker give a slight hit of the staff onto opponent weapon fencing it off. He then grab staff with both hand and thrust onto opponent chest (blunt damage with staf, pierce with polearm). Then, quickly give a large hit of the staff bottom onto opponent back, turns on himself and thrust once more with the tip of the staff. 3 hits in a row into a fast-paced moove.&lt;br /&gt;
&lt;br /&gt;
== Wasp ==&lt;br /&gt;
&lt;br /&gt;
The use of two daggers permit the wielder a very fast-paced combat. The warrior can moove around easily, dodges blows and afflict multiple slash in a row. Strategicaly this style consist in a constant harassment of the opponent. The upmost point of this style is to always keep the dagger forward, in an intimidation moove, highly offensive. This fighting style has a poor defense power, the attack delivred aren&#039;t very powerfull but constant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knife, dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Wasp) --&amp;gt; (Scratch\nReq.: Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Scratch\nReq.: Knife &amp;amp; Dagger 10) --&amp;gt; (Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100)&lt;br /&gt;
(Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100) --&amp;gt; (Mooving Target\nReq.: Agility 200)&lt;br /&gt;
(Mooving Target\nReq.: Agility 200) --&amp;gt; (Assault\nReq.: Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Assault\nReq.: Knife &amp;amp; Dagger 70) --&amp;gt; (Blade Storm\nReq.: Knife &amp;amp; Dagger 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Scratch&#039;&#039;: Attacker in an agressive stance, moove from left to right in a confusing motion, then jump on the opponent left side and gives two quick stabs. 2 pierce damage in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blackmail&#039;&#039;: Attacker hold both dagger vertically, the tip pointing to the ground. Attacker quickly grasp opponent weapon hilt with a dagger while afflicting quick cuts with the other dagger on opponent hands and forearms. Can give up to 4 little slash hits in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Mooving Target&#039;&#039;: Attacker has strong foot forward, rear heel up, weapon in front of solar plexus, the other protect the throat. This stance permit attacker to moove left and right around the opponent, excecuting quick slashes of his blade on any part of the opponent body (up to 10 little slashes in a row depending on opponent defensive power). Defensive stance. Slight slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Assault&#039;&#039;: Attacker sprint charge a short distance straight onto opponent and suddently step to the left, thrust onto opponent body while passing by with right dagger and turn around on himself giving a large slash across body of his left dagger onto opponent back. 2 hits in a row with good pierce and slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Storm&#039;&#039;: Attacker moove forward, forming a up to down slash across body whirl with his arms in a very fast-paced moove, tips of the daggers pointing to the ground. When close enough of the opponent, attacker jump and plant his dagger onto opponent shoulder or neck until the hilt. Multiple slash damages and a last high pierce damage hit. Very difficult to parry.&lt;br /&gt;
&lt;br /&gt;
== Fists and Feet ==&lt;br /&gt;
&lt;br /&gt;
This style is the art of using the body as a weapon. It require from the warrior an high concentration and accuracy, not only for the fighting technique but also because a strong mental is needed. The Fists and Feet user must constantly advance quickly and stay in a very close range to be more efficient. Size or force of the warrior doesn&#039;t matter as long as they master their technique and strategy. Can be very efficient against long range weapon if able to get closer to target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Melee skill 0, Agility 50, Strength 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fists and Feet) --&amp;gt; (One-inch Punch\nReq.: Melee 10)&lt;br /&gt;
(One-inch Punch\nReq.: Melee 10) --&amp;gt; (Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100)&lt;br /&gt;
(Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100) --&amp;gt; (Roundhouse Kick\nReq.: Melee 70)&lt;br /&gt;
(Roundhouse Kick\nReq.: Melee 70) --&amp;gt; (Defensive Stance\nReq.: Endurance 200, Agility 200)&lt;br /&gt;
(Defensive Stance\nReq.: Endurance 200, Agility 200) --&amp;gt; (The Great Chain\nReq.: Melee 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;One-inch Punch&#039;&#039;: Attacker stand with his fists very close to the target. He then make a quick movement of the wrist which is held with the knuckles facing out on a horizontal axis, the wrist is then moved up and a strike is produced with the botton two knuckles. Generate a tremendous amount of impact force at very close distance. High blunt damage. Damage increased if a Kran or if armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Vertical Rebound Punch&#039;&#039;: The limb directly in front of the chest, elbow down, Attacker sprint jump over opponent and deliver a first vertical punch down on opponent body. The vertical nature of the punch allows attacker to absord the rebound of the punch which increase the power of the second blow given afterward while landing. Double blunt damage, the second beeing bigger. Damage increased if a Kran or if wearing armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Roundhouse Kick&#039;&#039;: Can be done targeting the low, middle or high opponent body part. Side facing opponent, Attacker throw his leg, hips rotating into the kick in order to convey more power in it, using abdominal muscles in the act of rotation for more effect. Attacker raise up on the ball of his foot while kicking to allow greater pivoting speed and increase the power. Attacker hits with the shin which reduce the kick&#039;s reach but does more damage. Up to 2 hits in a row. High blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defensive Stance&#039;&#039;: Attacker jump up avoiding sweep attack, or switch left to right to avoid straight attack, using arms as barriers to block opponent attack. If two hits blocked in a row, a charge counter-attack is enabled. Average Blunt damage. High defensive rate. Defensive stances needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Great Chain&#039;&#039;: Fast-paced chain. Attacker step quickly to the left, block opponent attack with right arm and deliver a quick and powerfull punch with the joined fingers of the left hand onto ennemy&#039;s face. Attacker then excecute a low sweep kick in opponent legs which makes him fall backward, enough for attacker to throw a second and powerfull jumping punch on the stomach. Triple Blunt damage. Impossible to parry. A few second Stagger debuff to opponent.&lt;br /&gt;
&lt;br /&gt;
== Long Knife ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;long knifes&amp;quot; are sturdy weapons with thick and curved blades able to undergoes harsh blows. Sabre users can afflict powerfull hits, and pierce even the toughest armor for the best practitioners. The very structure of those weapons permit a fencing style of cut aswell as thrust. The Long Knife Style is very particular and can surprise the unaware opponents. Low defensive capacity, this style is all in the parry and counter-strike strategy. A close combat style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sabre, Broadsword, Falchion&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Long Knife) --&amp;gt; (Moulane Cut\nReq.: Sword 10)&lt;br /&gt;
(Moulane Cut\nReq.: Sword 10) --&amp;gt; (Slipping Thrust\nReq.: Sword 30)&lt;br /&gt;
(Slipping Thrust\nReq.: Sword 30) --&amp;gt; (Sword Fury\nReq.: Sword 50)&lt;br /&gt;
(Sword Fury\nReq.: Sword 50) --&amp;gt; (T Cross\nReq.: Sword 70)&lt;br /&gt;
(T Cross\nReq.: Sword 70) --&amp;gt; (Whirl Confusion\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Moulane Cut&#039;&#039;: En garde in front of opponent, attacker flips the sword from left to right with a slight moove of his wrist. Very fast attack which deliver an high cut damage to unaware ennemy.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slipping Thrust&#039;&#039;: Standing in front of opponent, attacker with strong leg forward will block an attack buy giving a slight hit on ennemy&#039;s weapon. His sword will stay bound to the ennemy&#039;s blade, slips against it then bounce up to give an hit on the head. Thrust damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Sword Fury&#039;&#039;: Attacker block an attack with right sabre, driving opponent weapon down then deliver a quick and powerfull slash across body from left to right, turn around on himself and reiterate. Double high slash damage. Hard to parry.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;T Cross&#039;&#039;: Attacker crosses his blades perpenducularly, orientating the crossing point for it to face opponent at any moment. If a hit is taken in the defensive block, attacker counter strike with right sword, inflicting a powerfull straight cut onto opponent body. Defensive stance needed. Good cut damage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Whirl Confusion&#039;&#039;: Attacker makes a quick vertical whirl with his right hand weapon while mooving toward opponent, unable to parry the charge without some slight slash damage. Attacker finish on a quick low slash onto opponent legs. Multiple slight slash damage if oponent on defensive stance. High slash damage onto the legs. Stun for few seconds.&lt;br /&gt;
&lt;br /&gt;
== Swordmaster ==&lt;br /&gt;
&lt;br /&gt;
The swordmaster dual-weilding is able to moove around his target and realise beautifull technical swing of his swords, mostly with the same type of weapon in each hands. This style is generaly not used in a battle field due to it beeing hard to learn and difficult to master (hard to learn to use the left hand as good as the right). This Style is good in a one on one situation but very less good against a group of target or against archers. It&#039;s mostly a parry and riposte style. Wielder of two swords must be able to quickly switch stances and sword position to keep the inbalance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Shortsword, Longsword, Broadsword&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Swordmaster) --&amp;gt; (Offensive Defense\nReq.: Sword 10)&lt;br /&gt;
(Offensive Defense\nReq.: Sword 10) --&amp;gt; (The Scissor\nReq.: Sword 30)&lt;br /&gt;
(The Scissor\nReq.: Sword 30) --&amp;gt; (The Embrace\nReq.: Sword 50)&lt;br /&gt;
(The Embrace\nReq.: Sword 50) --&amp;gt; (Counter-Swing\nReq.: Sword 70)&lt;br /&gt;
(Counter-Swing\nReq.: Sword 70) --&amp;gt; (Blade Stream\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Offensive Defense&#039;&#039;: Attacker use the defensive blade to find and bind opponent&#039;s blade(s) and shift them out of line as the offensive blade moves in with a cut or thrust as the opponent&#039;s exposed body. Defensive Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Scissor&#039;&#039;: Attacker trap opponent weapon(s) in the distal space between his crossed blades and then close the space with a scissoring motion to keep the opposing weapon(s) trapped as attacker thrust both blades simultaneously into ennemy&#039;s face, throat or body. Both defense and attack point. Defensive Stance needed. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Embrace&#039;&#039;: Attacker face opponent legs spreads and arms opponent, tip of his sword pointing up, he hit opponent weapon(s) with left hand then excecute a large slash across body from left to right on opponent chest. High slash damage. Normal Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Counter Swing&#039;&#039;: Attacker block an incoming hit with his left hand sword then immediatly swing with main sword (right hand) toward the forearm of the opponent&#039;s main arm. Attacker then follow-up with a attack to opponent legs. Double slash damage. Agressive stance neeeded.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Stream&#039;&#039;: Attacker slashes an X at opponent, first from top to bottom and then bottom to top. Attacker then makes a diagonal slash with the right sword, top-right to bottom-left, spin left and uses this momentum to deal a horizontal right to left slash with left sword. Fast-paced moove with 4 slash damage in a row. Bloody stance needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Engine documents]] [[Category:Server Design]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=21066</id>
		<title>Combat System</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=21066"/>
		<updated>2016-04-17T19:59:02Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: /* Shield Mastery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= List of Combat buffs/debuffs =&lt;br /&gt;
&lt;br /&gt;
== Attack Advantage ==&lt;br /&gt;
This buff gives the attacker a better chance to hit the opponent; it&#039;s harder for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Attack Disadvantage==&lt;br /&gt;
This debuff makes it harder for the opponent to DODGE incoming attacks.&lt;br /&gt;
&lt;br /&gt;
==Defence Advantage==&lt;br /&gt;
This buff boost the attacker&#039;s defence by making it easier for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Defence Disadvantage==&lt;br /&gt;
This debuff lower the target&#039;s defence by making it harder for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Block Advantage==&lt;br /&gt;
This buff boost the attacker&#039;s parrying capability by making it easier for him to BLOCK.&lt;br /&gt;
&lt;br /&gt;
==Block Disadvantage==&lt;br /&gt;
This debuff lower the target&#039;s parrying capability by making it harder for him to BLOCK.&lt;br /&gt;
&lt;br /&gt;
==Block Hampering==&lt;br /&gt;
Next attempt to BLOCK will automatically fail.&lt;br /&gt;
&lt;br /&gt;
==Automatic Block==&lt;br /&gt;
Next attempt to BLOCK will automatically succeed.&lt;br /&gt;
&lt;br /&gt;
==Extra Damage==&lt;br /&gt;
Extra damage is applied directly after the target has been hit, there can be several type of damage. The most common are: piercing, bludgeoning, slashing.&lt;br /&gt;
&lt;br /&gt;
==Stun==&lt;br /&gt;
The attacker is unable to move for a few second.&lt;br /&gt;
&lt;br /&gt;
==Bleeding==&lt;br /&gt;
The target is wounded and the wound causes a bleeding. The target lose health over time.&lt;br /&gt;
&lt;br /&gt;
==Fatigue==&lt;br /&gt;
The attack fatigue the target, he lose physical stamina over time.&lt;br /&gt;
&lt;br /&gt;
==Maim==&lt;br /&gt;
The attacker is severely wounded his endurance is penalized for some time.&lt;br /&gt;
&lt;br /&gt;
==Ensnare==&lt;br /&gt;
The attacker movement is hampered, his agility is penalized.&lt;br /&gt;
&lt;br /&gt;
==Interrupt Spellcasting==&lt;br /&gt;
This attack is specially aimed at interrupting a spellcaster from casting their spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Main Combat Styles =&lt;br /&gt;
&lt;br /&gt;
== Single Handed Sword ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Knives &amp;amp; Daggers | Knives &amp;amp; Daggers]] level 10 or [[Players Guide/Skills#Sword | Sword]] level 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all swords, all knives and daggers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Single Handed Sword) --&amp;gt; (Side Thrust\nReq.: sword 10)&lt;br /&gt;
(Side Thrust\nReq.: sword 10) --&amp;gt; (Lunge\nReq.: sword 30)&lt;br /&gt;
(Lunge\nReq.: sword 30) --&amp;gt; (Beat Attack\nReq.: sword 50)&lt;br /&gt;
(Beat Attack\nReq.: sword 50) --&amp;gt; (Disengage\nReq.: sword 70)&lt;br /&gt;
(Disengage\nReq.: sword 70) --&amp;gt; (Circular Parry\nReq.: sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Side Thrust&#039;&#039;&#039;: A sword attack hitting with the blade edge.&lt;br /&gt;
* &#039;&#039;&#039;Lunge&#039;&#039;&#039;: An attack made by extending the front leg, using a slight kicking motion and propelling the body forward with the back leg.&lt;br /&gt;
* &#039;&#039;&#039;Beat Attack&#039;&#039;&#039;: The attacker beats the opponent&#039;s blade to gain priority and continues the assault against the target area.&lt;br /&gt;
* &#039;&#039;&#039;Disengage&#039;&#039;&#039;: Attacker begin his attack in one direction, moving quickly, then point down in a semi-circle to attack a different location. A feint used to trick the opponent into blocking in the wrong direction.&lt;br /&gt;
* &#039;&#039;&#039;Circular Parry&#039;&#039;&#039; : The attacker sword is twisted in a circle to catch the opponent&#039;s weapon tip and deflect it away. It is commonly used to counter a disengage. An advanced defensive technique.&lt;br /&gt;
&lt;br /&gt;
== Archery ==&lt;br /&gt;
&lt;br /&gt;
The hunters, the rangers or even the stealthy characters might choose the bows for its high accuracy, keeping ennemy at far range. The archer has a poor defense but he can take on a lot of ennemies in few seconds with deadly shots. Archery is hard to master but a well rewarding style.&lt;br /&gt;
Strenght is vital for the archer, allowing him to draw longer bows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Ranged | Ranged]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all bows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Archery) --&amp;gt; (Precise Shot\nReq.: all bows, Ranged 10)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Rapid Shot\nReq.: shortbow, Ranged 30)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Snap Shot\nReq.: longbow,  Ranged 30, STR 100)&lt;br /&gt;
(Rapid Shot\nReq.: shortbow, Ranged 30) --&amp;gt; (Kneeled Aim\nReq.: shortbow, Ranged 50)&lt;br /&gt;
(Snap Shot\nReq.: longbow,  Ranged 30, STR 100) --&amp;gt; (Ulber Shot\nReq.: longbow, Ranged 50, STR 200)&lt;br /&gt;
(Kneeled Aim\nReq.: shortbow, Ranged 50) --&amp;gt; (Hail of Arrows\nReq.: shortbow, Ranged 70)&lt;br /&gt;
(Ulber Shot\nReq.: longbow, Ranged 50, STR 200) --&amp;gt; (Pierce the Fortress\nReq.: longbow, Ranged 70, STR 300)&lt;br /&gt;
(Hail of Arrows\nReq.: shortbow, Ranged 70) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100, STR 300)&lt;br /&gt;
(Pierce the Fortress\nReq.: longbow, Ranged 70, STR 300) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100, STR 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Precise Shot&#039;&#039;&#039;: Slower but more precise shot, takes longer and inflitcs higher damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rapid Shot&#039;&#039;&#039;: Attacker aim the opponent, draw the string with the thumb, which allow him to walk left and right while shooting arrows very quickly. Attacker can shoot many arrows in few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Snap-Shot&#039;&#039;&#039;: Archer release a first arrow onto target, immediatly followed by a second arrow, slightly delayed, inflicting a powerful double attack with increased damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kneeled Aim&#039;&#039;&#039;: Attacker kneel onto the ground then sit on his heels. Attacker raise the bow, draw the string until the back of the arrow reach the corner of his mouth with three finger and aim right into the opponent chest, almost at close range. No defensive stance possible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ulber Shot&#039;&#039;&#039;: Archer pull the string, which require a good endurance and release an arrow that stagger opponent for few second. Stun effect.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hail of Arrows&#039;&#039;&#039;: Attacker hold several arrows in between the fingers of the draw hand, allowing fast repeat shots. A quick hail of arrows, you&#039;re luck if you&#039;ve not been shot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pierce the Fortress&#039;&#039;&#039;: Attacker aim and release a powerful arrow penetrating mail and plate mail and possibly affecting several aligned targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Incendiary Arrows&#039;&#039;&#039;: By alchemical means, attacker set his arrow on fire, aim and release a &amp;quot;rain&amp;quot; of arrows. Damage over time. Require the possession of a specific potion and the spell Flaming Weapon to be Off.&lt;br /&gt;
&lt;br /&gt;
== War Hammering ==&lt;br /&gt;
&lt;br /&gt;
The War Hammering fighting style is particulary efficient against an armored opponent or group of opponent, especially against plate mail in close combat action.  Hammers and maces allow one to maintain typical long reach of swords while still inflicting damage to armored opponent. This fighting style is slow and can be dodged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Strength (STR) 50.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Mace &amp;amp; Hammer | Mace &amp;amp; Hammer]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all mace &amp;amp; hammer weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(War Hammering) --&amp;gt; (Arm Smash\nReq.: Mace &amp;amp; Hammer 10)&lt;br /&gt;
(Arm Smash\nReq.: Mace &amp;amp; Hammer 10) --&amp;gt; (Break the Guard\nReq.: Mace &amp;amp; Hammer 30)&lt;br /&gt;
(Break the Guard\nReq.: Mace &amp;amp; Hammer 30) --&amp;gt; (Battering Ram\nReq.: Mace &amp;amp; Hammer 50, STR 150)&lt;br /&gt;
(Battering Ram\nReq.: Mace &amp;amp; Hammer 50, STR 150) --&amp;gt; (Shield Pinning\nReq.: Mace &amp;amp; Hammer 70)&lt;br /&gt;
(Shield Pinning\nReq.: Mace &amp;amp; Hammer 70) --&amp;gt; (Swirling Hammer\nReq.: Mace &amp;amp; Hammer 100, STR 250)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arm Smash&#039;&#039;&#039;: Attacker use the head of his mace or hammer to attack his opponent&#039;s armed hand. Slow but  gives the opponent an attack malus for few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Break the Guard&#039;&#039;&#039;: Attacker swing his weapon across from side to side, fencing the opponent&#039;s weapon or shield off. Gives the opponent a defense malus for few seconds. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Battering Ram&#039;&#039;&#039;: Main hand at the base of the weapon, other hand just under weapon head, attacker lean slightly then gives a battering ram like hit onto opponents legs, backs off quickly then slash down a tremendous blow with all the weight of his weapon onto the unbalanced opponent. Can stun for a few seconds. Cannot be performed with any defensive stance. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Pinning&#039;&#039;&#039;: Attacker smash down firmly his weapon on the opponent shield, grappling it, making it fall to the ground or pinning it down. Gives an attack advantage for a few seconds. If the opponent do not use shield but is armored, this power attack will lower his defense capability. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Swirling Hammer&#039;&#039;&#039;: Attacker swirl his mace or hammer above his head then smash it down in a powerful move, hitting several targets. Stuns opponents for a few seconds.&lt;br /&gt;
&lt;br /&gt;
= Secondary Combat Styles =&lt;br /&gt;
&lt;br /&gt;
== Shield Mastery ==&lt;br /&gt;
&lt;br /&gt;
This style hightly favor the defense. The attacker can favor heavy shields to create a true wall around him or favor light ones and use them as weapons delivring blunt damage. Good defensive ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Shield Handling | Shield Handling]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena Schools&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Shield Mastery) --&amp;gt; (Fast Block\nReq.: Shield Handling 10)&lt;br /&gt;
(Fast Block\nReq.: Shield Handling 10) --&amp;gt; (Shield Slam\nReq.: Shield Handling 30)&lt;br /&gt;
(Shield Slam\nReq.: Shield Handling 30) --&amp;gt; (Thwarting Attack\nReq.: Shield Handling 50)&lt;br /&gt;
(Thwarting Attack\nReq.: Shield Handling 50) --&amp;gt; (Wall of Shields\nReq.: Shield Handling 70)&lt;br /&gt;
(Wall of Shields\nReq.: Shield Handling 70) --&amp;gt; (Infantry Wrath\nReq.: any weapons 100, Shield Handling 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fast Block&#039;&#039;&#039;: By feinting an attack, you are able to put up a defence able to block quickly several of his opponent hits.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Slam&#039;&#039;&#039;: Deliver a powerful blow with your shield stunning the opponent for some time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Thwarting Attack&#039;&#039;&#039;: Setup a powerful defensive attack. Next time you&#039;re under attack, use the opponent&#039;s force to hit back with the shield several times, knocking the opponent off for a few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wall of Shields&#039;&#039;&#039;: By raising your shield against the enemies you are able to protect yourself and your friends from the enemies.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Push&#039;&#039;&#039;: Attacker tighten his shields close by and charge the opponent, pushing him backward. Annihilate opponent&#039;s attack power for few seconds.&lt;br /&gt;
&lt;br /&gt;
== Barbaric ==&lt;br /&gt;
&lt;br /&gt;
This style is designed to all the mighty warriors that likes to smash and bash in the fire of battles. Charge in and hit with the power of your strength and the blunt force of your weapon(s). This style doesn&#039;t require as much strengh as we think, the mass of the weapon contribute alone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Strength (STR) 50.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Mace &amp;amp; Hammer | Mace &amp;amp; Hammer]] level 10 or [[Players Guide/Skills#Sword | Sword]] level 10 or [[Players Guide/Skills#Axe | Axe]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all maces and hammers, all swords, all axes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Barbaric) --&amp;gt; (Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10)&lt;br /&gt;
(Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10) --&amp;gt; (Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30)&lt;br /&gt;
(Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30) --&amp;gt; (Guard Wreck\nReq.: Mace &amp;amp; Hammer 50 or Axe 50 or Sword 50, STR 200)&lt;br /&gt;
(Guard Wreck\nReq.: Mace &amp;amp; Hammer 50 or Axe 50 or Sword 50, STR 200) --&amp;gt; (Feint &amp;amp; Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70)&lt;br /&gt;
(Feint &amp;amp; Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70) --&amp;gt; (Whirlwind Strike\nReq.: Mace &amp;amp; Hammer 100 or Axe 100 or Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power Attack&#039;&#039;&#039;: Attacker swing his weapon onto opponent body sides. A powerful attack able to cause more damage but at the expenses of accuracy..&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mighty Swing&#039;&#039;&#039;: Attacker quickly gets down and swings his weapon toward the opponent&#039;s legs, then stands up and lands a second strike on any part of opponent&#039;s body, if the attack hits the head the damage is doubled. Powerful but less accurate. Cannot be used with defensive stances.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Guard Wreck&#039;&#039;&#039;: Using the weight of your weapon, smash right in the opponent guard rending him unavailable to attack properly for few second. This inflict opponent of an attack penalty.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Feint &amp;amp; Smash&#039;&#039;&#039;: The attacker feints a low hit toward the opponent&#039;s feet to attract his attention on blocking low, then makes a turn around and strike the opponent&#039;s other side. Give a few second attack advantage as opponent is knocked backward and stunned.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Whirlwind Strike&#039;&#039;&#039;: By using the full strength of the body the attacker swings his weapon making a circular attack. If not blocked from the start (by the target), the attacker will be able to deal damage to anyone around him. Not particulary accurate but do high damage.&lt;br /&gt;
&lt;br /&gt;
= Quest Chain Combat Styles =&lt;br /&gt;
&lt;br /&gt;
== Infantry ==&lt;br /&gt;
&lt;br /&gt;
As opposed to the Barbaric style, the Infantry style relies more on training and discipline than sheer strength. Soldiers are usually trained to fight with this style. The Infantry style is ideal when coupled with Shield Mastery for one-handed weapon users. This style can be used with any weapon. Equally good at attack and defense, this style is at a disadvantage against two handed weapon or polearms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: any [[Players Guide/Skills#Combat Skills | weapons skills]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Existing Quest Chain&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Infantry) --&amp;gt; (Set to Charge\nReq.: any weapons 10)&lt;br /&gt;
(Set to Charge\nReq.: any weapons 10) --&amp;gt; (Charge Block\nReq.: any weapons 30)&lt;br /&gt;
(Charge Block\nReq.: any weapons 30) --&amp;gt; (Counter Strike\nReq.: any weapons 50)&lt;br /&gt;
(Counter Strike\nReq.: any weapons 50) --&amp;gt; (Infantry Feint\nReq.: any weapons 70)&lt;br /&gt;
(Infantry Feint\nReq.: any weapons 70) --&amp;gt; (Infantry Wrath\nReq.: any weapons 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Set to Charge&#039;&#039;&#039;: Perform a frontal charge against the enemy. This attack requires preparation but gives a higher attack bonus for a period of time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Charge Block&#039;&#039;&#039;: By setting up to receive a charge, the attacker is given a defensive bonus at the expense of attack power. If the attacker is performing a Charge, will deal extra damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Counter Strike&#039;&#039;&#039;: By preparing oneself to receive the attack, the defender can fire a counterstrike for greater effects.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Feint&#039;&#039;&#039;: Attacker bend his weapon to the opponent one then push him over before delineating a powerful blow on opponent back. Stun opponent for few second.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Wrath&#039;&#039;&#039;: Fence your opponent weapon off with your shield then jump hit him with the weapon. Stun for few second and high slash/blunt/pierce damage with jumped movement. Very fast move, unblockable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Assassin ==&lt;br /&gt;
&lt;br /&gt;
This style is mostly used by the stealthy characters and the warriors that favor knives, daggers or shortswords use. It requires agility, has a deadly attack power but is less good in defense. Disadvantage against &amp;quot;barbaric&amp;quot; opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Agility 100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: Assassin Weapon 10, Knife &amp;amp; Dagger or Sword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knives, daggers, shortswords&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Assassin\nReq.: Agility 100, Knife &amp;amp; Dagger 10 or Sword 10) --&amp;gt; (Lethal Takedown\nReq.: Skill 10)&lt;br /&gt;
(Assassin\nReq.: Agility 100, Knife &amp;amp; Dagger 10 or Sword 10) --&amp;gt; (Dark Cloak\nReq.: Skill 10)&lt;br /&gt;
(Lethal Takedown\nReq.: Skill 10) --&amp;gt; (Slit the Throat\nReq.: Skill 30)&lt;br /&gt;
(Dark Cloak\nReq.: Skill 10) --&amp;gt; (Slit the Throat\nReq.: Skill 30)&lt;br /&gt;
(Slit the Throat\nReq.: Skill 30) --&amp;gt; (Backstabbing Blow\nReq.: Skill 60)&lt;br /&gt;
(Backstabbing Blow\nReq.: Skill 60) --&amp;gt; (Bloodthirst\nReq.: Skill 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Lethal Takedown&#039;&#039;: From the opponent&#039;s back, attacker take the opponent down by hitting him on heels or the legs. This attack can stun the opponent for few seconds. Agressive Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slit the Throat&#039;: Attacker attacks from behind the opponent&#039;s back and grab the opponent&#039;s head, making path free to slit his throat. It requires a good timing and concentration but is able to inflict a letal wound.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dark Cloak&#039;&#039;: Attacker concentrate his stealth knowledge and coats himself into shadows. As he crouches, the opponent is unable to see or touch him for a few second. Full defensive needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Backstabbing Blow&#039;&#039;: Attacker grabs opponent wrist, turns around on himself while pulling opponent forward and stab him in the back or inflict a powerfull punching blow. High Pierce/Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Bloodthirst&#039;&#039;: A fast-paced kill moove. Standing behind the opponent, attacker bring his weapon up to the right and slash it down to the left across his body, repeat the moove from top left to bottom right then finish on a down to up moove. Attacker inflict high slash damage on each moove (3). For melee users, Blunt damage with a bonus if player wearing crafted gauntlets. Bloody Stance needed.&lt;br /&gt;
&lt;br /&gt;
= Combat styles under development =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fencing ==&lt;br /&gt;
Fencing style is more refined and less brutal than other weapon styles, it relies more on agility and speed instead of sheer strength and muscle power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill level 10, Agility (AGI) 60&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Longsword, Shortsword, Sabre&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fencing) --&amp;gt; (A)&lt;br /&gt;
(Fencing) --&amp;gt; (B)&lt;br /&gt;
(A) --&amp;gt; (Feint\nReq.: AGI 80, Sword 20)&lt;br /&gt;
(B) --&amp;gt; (Feint\nReq.: AGI 80, Sword 20)&lt;br /&gt;
(Feint\nReq.: AGI 80, Sword 20) --&amp;gt; (Risposte\nReq.: AGI 80, Sword 40)&lt;br /&gt;
(Risposte\nReq.: AGI 80, Sword 40) --&amp;gt; (D\nReq.: AGI 80, Sword 60)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Left-hand ==&lt;br /&gt;
&lt;br /&gt;
This fighting style is sophisticate. It require an high flexibility and agility, beeing able to feint with suppleness and surprise the opponent with fast body and weapon moove. This style focus on the speed and attack power. Poor defense, this style is at disadvantage against shielded opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sword, Shortsword, Knife, Dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Left-hand) --&amp;gt; (Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10) --&amp;gt; (Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30)&lt;br /&gt;
(Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30) --&amp;gt; (The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100)&lt;br /&gt;
(The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100) --&amp;gt; (Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70) --&amp;gt; (Feint of the Left-hand\nReq.: Sword 100, Knife &amp;amp; Dagger 100, Agility 200)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Thrust&#039;&#039;: Attacker raise sword horizontaly and parry opponent attack for few second. He, while then, lay down a bit and thrust forward at the opponent onto the chest with the dagger. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Cross Parry&#039;&#039;: Attacker cross firmly his sword and dagger hilts and parry opponent attack. Attacker then push his opponent backward and quickly open his arms, giving fast slash of his weapons. Slight Defense advantage for a few second. Eventual slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Sliding&#039;&#039;: Attacker quickly side face opponent, the tip of the sword up letting opponent weapon slide along his sword blade. Opponent is driven forward by his movement and attacker raise left hand above and stab his neck. Give time for attacker to step back.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Hilt Catch&#039;&#039;: Quickly dodge opponent attack with a side step and catch the hilt of his weapon with the dagger. Follow with a fast slash of the sword. High pierce damage. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Feint of the Left-hand&#039;&#039;: Attacker engage the opponent with main weapon (sword) by doing big whirls. Attract your opponent attention on your main weapon then surprise him with a swift attack of the left-hand weapon (small weapon). Easily pierce opponent defense. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
== Two-Axe ==&lt;br /&gt;
&lt;br /&gt;
The axe is a perfect compromise between sword and hammer, give the speed and slash damage of the sword and permit attacker to crush on opponent like with an hammer. This style is highly balanced but hard to master. Primary mean of defense is dodging for axe weilders. Good for speedy, deadly attack and nasty tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Axe skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all axes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-Axe) --&amp;gt; (Close Whack\nReq.: Axe 10)&lt;br /&gt;
(Close Whack\nReq.: Axe 10) --&amp;gt; (Block and Poke\nReq.: Axe 30)&lt;br /&gt;
(Block and Poke\nReq.: Axe 30) --&amp;gt; (Strike and Pull\nReq.: Axe 50)&lt;br /&gt;
(Strike and Pull\nReq.: Axe 50) --&amp;gt; (Tricked Hook\nReq.: Axe 70)&lt;br /&gt;
(Tricked Hook\nReq.: Axe 70) --&amp;gt; (Master Blow\nReq.: Axe 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Close Whack&#039;&#039;: Power moove for close combat. Attacker whack opponent on the head with the end of his axe&#039;s haft. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Block and Poke&#039;&#039;: With right-hand axe haft, attacker block opponent move and poke in the pit of his stomach by a blunt thrust of his left-hand axe-head. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Strike and Pull&#039;&#039;: Swing axe aiming at the ennemy and when the haft strikes the ennemy&#039;s body, the attacker fix the axe in that position and then shift the whole body back by sliding the rear foot backward. Attack bonus. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Tricked Hook&#039;&#039;: Attacker hook over the neck of opponent with axe head to compel him to move in another direction. Attacker can then smash his other axe onto the back of the opponent. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Master Blow&#039;&#039;: The wielder swirl his axes around, confusing his opponent before delivring a double straight blow. The attacker use the balance of his axes to concentrate all the force of the blow into a small section of the edge so the axes has enough power to punch throught helmet or mail. High pierce damage. Bloody stance needed, bad defense for attacker.&lt;br /&gt;
&lt;br /&gt;
== Two-handed Fencing ==&lt;br /&gt;
&lt;br /&gt;
This style is very popular among the warriors, especially the tall races. A claymore permit to attack with an extra range and use the weapon lenght to do more damage. Those weapon are designed for close combat and duels. They make up for the weapon&#039;s slowness on the defence and can allow another blade to be momentarily trapped or bound up. Style Equally good in attack and defense, it require strenght, endurance and a good technique. Very effective against armored opponent. Disadvantage against small weapon users.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Strength 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: claymore&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-handed Fencing) --&amp;gt; (Edge Cut\nReq.: Sword 10)&lt;br /&gt;
(Edge Cut\nReq.: Sword 10) --&amp;gt; (Angry Charge\nReq.: Sword 30)&lt;br /&gt;
(Angry Charge\nReq.: Sword 30) --&amp;gt; (Metal Barrier\nReq.: Strength 200, Endurance 200)&lt;br /&gt;
(Metal Barrier\nReq.: Strength 200, Endurance 200) --&amp;gt; (The Bound\nReq.: Sword 70)&lt;br /&gt;
(The Bound\nReq.: Sword 70) --&amp;gt; (Blade Swirl\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Edge Cut&#039;&#039;: Attacker whirls around his claymore horizontaly  from up right to down on his opponent shoulders or arms with the sharp edge of the blade. This large moove describe almost a complet circle which increase the impact force. High slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Angry Charge&#039;&#039;: Attacker start with a high stance, with claymore above his head, the tip of the sword menacing the opponent face, both hands on the pommel. Attacker extend his arms in front of him then moove forward in a charge, straight to the target. Fast Attack with high pierce damage if not blocked.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Metal Barrier&#039;&#039;: Attacker present his claymore horizontaly, left hand on the pommel, right hand grabing the blade firmly, presenting the open space to the opponent weapon for an effective block. Efficient on defensives modes. Require to wear armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Bound&#039;&#039;: Attacker firmly stop opponent attack moove by putting his weapon blade against his opponent one. He then exert a pression to drive the opponent weapon away without cuting the blades bound. Attacker get close by opponent, his blade slipping straight to the opponent body. Defense bonus + Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Swirl&#039;&#039;: Close combat moove. Right hand on the pommel, left hand in the middle of the blade, the tip of the claymore pointed toward the ennemy&#039;s head, Attacker gives a powerfull hit on the opponent helmet with the tip of the blade, Attacker then swirl his blade around, pommel forward he excute a low sweep toward opponent legs. This combo is unstoppable, give high pierce then blunt damage. Require to wear armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
== Staff and Spear ==&lt;br /&gt;
&lt;br /&gt;
Combat with a stick or a quaterstaff has a long and varied history mostly due to the fact that it is very easy to manufacture. The quaterstaff is a long, slender club like structure that is used to deliver blunt, crushing blows. It is traditionaly made of oak or ash. The lenght can vary from 1,8 to 5,4 meters. This weapons is mostly used by martial art practitioners to keep ennemy at range. All the fighting maneuvers are fast-paced. Require an high agility and accuracy. This weapon can hurt even armored opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Polearm &amp;amp; Spear skill 0, Agility 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all polearm &amp;amp; spear weapons&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Staff &amp;amp; Spear) --&amp;gt; (Downward Strike\nReq.: Polearm &amp;amp; Spear 10)&lt;br /&gt;
(Downward Strike\nReq.: Polearm &amp;amp; Spear 10) --&amp;gt; (Defense Manoeuver\nReq.: Endurance 100, Agility 100)&lt;br /&gt;
(Defense Manoeuver\nReq.: Endurance 100, Agility 100) --&amp;gt; (Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150)&lt;br /&gt;
(Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150) --&amp;gt; (Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200)&lt;br /&gt;
(Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200) --&amp;gt; (Thrust Fury\nReq.: Polearm &amp;amp; Spear 100, Endurance 300, Agility 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Downward Strike&#039;&#039;: Staff hold by the non-dominant hand at the base of the weapon, other hand placed a quarter of the way up the staff. Attacker then drop the top hand to deliver a blow with the quarterstaff on opponent mid-section. Then, the warrior deliver an overhead blow to the back of the ennemy as he crouche over in pain. Double blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defense Manoeuver&#039;&#039;: Attacker block any blow by mooving his dominant hand which should be placed a quarter of the way up the staff. Bottom hand remain stationary while the dominant hand move in the direction that the blow is coming from. This moove is very precise and permit attacker to block most of the attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Upward Strike&#039;&#039;: Attacker left shoulder face opponent left shoulder. Long range. Attacker step forward opponent, knees sightly bent, attacker give a quick blow at the left side of opponent head with the left tip of the quaterstaff. Attacker then quickly change side and bring the right end of the staff up in a blow at the opposite side of opponent head. Double Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Stun&#039;&#039;: Body well cocked for maximum striking force, holding the staff straight behind him, attacker deliver a powerful horizontal strike at any part of opponent body. Bloody Stance. An hit delivred with this moove stun the opponent for few second. Too much use of this maneuver tire the weilder.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Thrust Fury&#039;&#039;: A multiple smash and hit maneuver. Attacker Start by holding the staff with one hand while resting the butt firmly on the ground. Attacker give a slight hit of the staff onto opponent weapon fencing it off. He then grab staff with both hand and thrust onto opponent chest (blunt damage with staf, pierce with polearm). Then, quickly give a large hit of the staff bottom onto opponent back, turns on himself and thrust once more with the tip of the staff. 3 hits in a row into a fast-paced moove.&lt;br /&gt;
&lt;br /&gt;
== Wasp ==&lt;br /&gt;
&lt;br /&gt;
The use of two daggers permit the wielder a very fast-paced combat. The warrior can moove around easily, dodges blows and afflict multiple slash in a row. Strategicaly this style consist in a constant harassment of the opponent. The upmost point of this style is to always keep the dagger forward, in an intimidation moove, highly offensive. This fighting style has a poor defense power, the attack delivred aren&#039;t very powerfull but constant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knife, dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Wasp) --&amp;gt; (Scratch\nReq.: Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Scratch\nReq.: Knife &amp;amp; Dagger 10) --&amp;gt; (Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100)&lt;br /&gt;
(Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100) --&amp;gt; (Mooving Target\nReq.: Agility 200)&lt;br /&gt;
(Mooving Target\nReq.: Agility 200) --&amp;gt; (Assault\nReq.: Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Assault\nReq.: Knife &amp;amp; Dagger 70) --&amp;gt; (Blade Storm\nReq.: Knife &amp;amp; Dagger 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Scratch&#039;&#039;: Attacker in an agressive stance, moove from left to right in a confusing motion, then jump on the opponent left side and gives two quick stabs. 2 pierce damage in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blackmail&#039;&#039;: Attacker hold both dagger vertically, the tip pointing to the ground. Attacker quickly grasp opponent weapon hilt with a dagger while afflicting quick cuts with the other dagger on opponent hands and forearms. Can give up to 4 little slash hits in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Mooving Target&#039;&#039;: Attacker has strong foot forward, rear heel up, weapon in front of solar plexus, the other protect the throat. This stance permit attacker to moove left and right around the opponent, excecuting quick slashes of his blade on any part of the opponent body (up to 10 little slashes in a row depending on opponent defensive power). Defensive stance. Slight slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Assault&#039;&#039;: Attacker sprint charge a short distance straight onto opponent and suddently step to the left, thrust onto opponent body while passing by with right dagger and turn around on himself giving a large slash across body of his left dagger onto opponent back. 2 hits in a row with good pierce and slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Storm&#039;&#039;: Attacker moove forward, forming a up to down slash across body whirl with his arms in a very fast-paced moove, tips of the daggers pointing to the ground. When close enough of the opponent, attacker jump and plant his dagger onto opponent shoulder or neck until the hilt. Multiple slash damages and a last high pierce damage hit. Very difficult to parry.&lt;br /&gt;
&lt;br /&gt;
== Fists and Feet ==&lt;br /&gt;
&lt;br /&gt;
This style is the art of using the body as a weapon. It require from the warrior an high concentration and accuracy, not only for the fighting technique but also because a strong mental is needed. The Fists and Feet user must constantly advance quickly and stay in a very close range to be more efficient. Size or force of the warrior doesn&#039;t matter as long as they master their technique and strategy. Can be very efficient against long range weapon if able to get closer to target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Melee skill 0, Agility 50, Strength 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fists and Feet) --&amp;gt; (One-inch Punch\nReq.: Melee 10)&lt;br /&gt;
(One-inch Punch\nReq.: Melee 10) --&amp;gt; (Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100)&lt;br /&gt;
(Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100) --&amp;gt; (Roundhouse Kick\nReq.: Melee 70)&lt;br /&gt;
(Roundhouse Kick\nReq.: Melee 70) --&amp;gt; (Defensive Stance\nReq.: Endurance 200, Agility 200)&lt;br /&gt;
(Defensive Stance\nReq.: Endurance 200, Agility 200) --&amp;gt; (The Great Chain\nReq.: Melee 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;One-inch Punch&#039;&#039;: Attacker stand with his fists very close to the target. He then make a quick movement of the wrist which is held with the knuckles facing out on a horizontal axis, the wrist is then moved up and a strike is produced with the botton two knuckles. Generate a tremendous amount of impact force at very close distance. High blunt damage. Damage increased if a Kran or if armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Vertical Rebound Punch&#039;&#039;: The limb directly in front of the chest, elbow down, Attacker sprint jump over opponent and deliver a first vertical punch down on opponent body. The vertical nature of the punch allows attacker to absord the rebound of the punch which increase the power of the second blow given afterward while landing. Double blunt damage, the second beeing bigger. Damage increased if a Kran or if wearing armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Roundhouse Kick&#039;&#039;: Can be done targeting the low, middle or high opponent body part. Side facing opponent, Attacker throw his leg, hips rotating into the kick in order to convey more power in it, using abdominal muscles in the act of rotation for more effect. Attacker raise up on the ball of his foot while kicking to allow greater pivoting speed and increase the power. Attacker hits with the shin which reduce the kick&#039;s reach but does more damage. Up to 2 hits in a row. High blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defensive Stance&#039;&#039;: Attacker jump up avoiding sweep attack, or switch left to right to avoid straight attack, using arms as barriers to block opponent attack. If two hits blocked in a row, a charge counter-attack is enabled. Average Blunt damage. High defensive rate. Defensive stances needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Great Chain&#039;&#039;: Fast-paced chain. Attacker step quickly to the left, block opponent attack with right arm and deliver a quick and powerfull punch with the joined fingers of the left hand onto ennemy&#039;s face. Attacker then excecute a low sweep kick in opponent legs which makes him fall backward, enough for attacker to throw a second and powerfull jumping punch on the stomach. Triple Blunt damage. Impossible to parry. A few second Stagger debuff to opponent.&lt;br /&gt;
&lt;br /&gt;
== Long Knife ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;long knifes&amp;quot; are sturdy weapons with thick and curved blades able to undergoes harsh blows. Sabre users can afflict powerfull hits, and pierce even the toughest armor for the best practitioners. The very structure of those weapons permit a fencing style of cut aswell as thrust. The Long Knife Style is very particular and can surprise the unaware opponents. Low defensive capacity, this style is all in the parry and counter-strike strategy. A close combat style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sabre, Broadsword, Falchion&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Long Knife) --&amp;gt; (Moulane Cut\nReq.: Sword 10)&lt;br /&gt;
(Moulane Cut\nReq.: Sword 10) --&amp;gt; (Slipping Thrust\nReq.: Sword 30)&lt;br /&gt;
(Slipping Thrust\nReq.: Sword 30) --&amp;gt; (Sword Fury\nReq.: Sword 50)&lt;br /&gt;
(Sword Fury\nReq.: Sword 50) --&amp;gt; (T Cross\nReq.: Sword 70)&lt;br /&gt;
(T Cross\nReq.: Sword 70) --&amp;gt; (Whirl Confusion\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Moulane Cut&#039;&#039;: En garde in front of opponent, attacker flips the sword from left to right with a slight moove of his wrist. Very fast attack which deliver an high cut damage to unaware ennemy.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slipping Thrust&#039;&#039;: Standing in front of opponent, attacker with strong leg forward will block an attack buy giving a slight hit on ennemy&#039;s weapon. His sword will stay bound to the ennemy&#039;s blade, slips against it then bounce up to give an hit on the head. Thrust damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Sword Fury&#039;&#039;: Attacker block an attack with right sabre, driving opponent weapon down then deliver a quick and powerfull slash across body from left to right, turn around on himself and reiterate. Double high slash damage. Hard to parry.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;T Cross&#039;&#039;: Attacker crosses his blades perpenducularly, orientating the crossing point for it to face opponent at any moment. If a hit is taken in the defensive block, attacker counter strike with right sword, inflicting a powerfull straight cut onto opponent body. Defensive stance needed. Good cut damage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Whirl Confusion&#039;&#039;: Attacker makes a quick vertical whirl with his right hand weapon while mooving toward opponent, unable to parry the charge without some slight slash damage. Attacker finish on a quick low slash onto opponent legs. Multiple slight slash damage if oponent on defensive stance. High slash damage onto the legs. Stun for few seconds.&lt;br /&gt;
&lt;br /&gt;
== Swordmaster ==&lt;br /&gt;
&lt;br /&gt;
The swordmaster dual-weilding is able to moove around his target and realise beautifull technical swing of his swords, mostly with the same type of weapon in each hands. This style is generaly not used in a battle field due to it beeing hard to learn and difficult to master (hard to learn to use the left hand as good as the right). This Style is good in a one on one situation but very less good against a group of target or against archers. It&#039;s mostly a parry and riposte style. Wielder of two swords must be able to quickly switch stances and sword position to keep the inbalance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Shortsword, Longsword, Broadsword&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Swordmaster) --&amp;gt; (Offensive Defense\nReq.: Sword 10)&lt;br /&gt;
(Offensive Defense\nReq.: Sword 10) --&amp;gt; (The Scissor\nReq.: Sword 30)&lt;br /&gt;
(The Scissor\nReq.: Sword 30) --&amp;gt; (The Embrace\nReq.: Sword 50)&lt;br /&gt;
(The Embrace\nReq.: Sword 50) --&amp;gt; (Counter-Swing\nReq.: Sword 70)&lt;br /&gt;
(Counter-Swing\nReq.: Sword 70) --&amp;gt; (Blade Stream\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Offensive Defense&#039;&#039;: Attacker use the defensive blade to find and bind opponent&#039;s blade(s) and shift them out of line as the offensive blade moves in with a cut or thrust as the opponent&#039;s exposed body. Defensive Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Scissor&#039;&#039;: Attacker trap opponent weapon(s) in the distal space between his crossed blades and then close the space with a scissoring motion to keep the opposing weapon(s) trapped as attacker thrust both blades simultaneously into ennemy&#039;s face, throat or body. Both defense and attack point. Defensive Stance needed. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Embrace&#039;&#039;: Attacker face opponent legs spreads and arms opponent, tip of his sword pointing up, he hit opponent weapon(s) with left hand then excecute a large slash across body from left to right on opponent chest. High slash damage. Normal Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Counter Swing&#039;&#039;: Attacker block an incoming hit with his left hand sword then immediatly swing with main sword (right hand) toward the forearm of the opponent&#039;s main arm. Attacker then follow-up with a attack to opponent legs. Double slash damage. Agressive stance neeeded.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Stream&#039;&#039;: Attacker slashes an X at opponent, first from top to bottom and then bottom to top. Attacker then makes a diagonal slash with the right sword, top-right to bottom-left, spin left and uses this momentum to deal a horizontal right to left slash with left sword. Fast-paced moove with 4 slash damage in a row. Bloody stance needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Engine documents]] [[Category:Server Design]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Tribe_Scripting&amp;diff=21062</id>
		<title>Tribe Scripting</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Tribe_Scripting&amp;diff=21062"/>
		<updated>2016-03-25T09:26:11Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: /* Percept */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Recipe Logic =&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&#039;&#039;&#039;A recipe database entry&#039;&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
!id&lt;br /&gt;
!name&lt;br /&gt;
!requirements&lt;br /&gt;
!algorithm&lt;br /&gt;
!persistent&lt;br /&gt;
|-&lt;br /&gt;
|used for db storing&lt;br /&gt;
|Name of the recipe&lt;br /&gt;
|requirement string containing all requirements&lt;br /&gt;
|algorithm string containing all algorithm steps&lt;br /&gt;
|If this flag is on, the recipe won&#039;t ever be deleted from the recipe tree. After parsing it, if no other recipe has a higher priority... it will be reparsed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage of Recipes ==&lt;br /&gt;
&lt;br /&gt;
Recipes is used to describe how [[tribes]] react. See [[Tribe Design]] for details.&lt;br /&gt;
&lt;br /&gt;
On initialization, a tribal recipe is first loaded in respect of the information indicated by the &#039;tribal_recipe&#039; field. (see [[TribesTable|tribes.sql]]). The tribal recipe is formed from &#039;Tribe Info&#039; functions. (see below)&lt;br /&gt;
&lt;br /&gt;
Based on those functions the npctype for each tribe is created and initial recipes are loaded.&lt;br /&gt;
&lt;br /&gt;
Further on, each Recipe has two important sections: requirements and algorithm. Each of those two is represented by a long string (the maximum is set in the database to 1000 characters) of functions separated by a semi-colon &#039;;&#039;. Upon parsing the long string is split in respect of the semicolons (;) and the recipe manager analyzes each resulting function.&lt;br /&gt;
&lt;br /&gt;
== Recipe-Tree Nodes ==&lt;br /&gt;
&lt;br /&gt;
Inside a tribe object, recipes are stored as Recipe Tree Nodes. This class was created to facilitate the management of recipes and the way recipes are selected to be parsed.&lt;br /&gt;
&lt;br /&gt;
All recipes are stored as leaves in a tree. This way we can always know their hierarchy and precedence.&lt;br /&gt;
&lt;br /&gt;
Besides the obvious usage as a tree, recipe tree nodes also hold vital data for recipe parsing: last requirement parsed, last algorithm step parsed, remaining waiting time.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s consider an example of a tribe which has some building spots available and the task to build on those spots.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
scale 0.8&lt;br /&gt;
TribalRecipe *-- BuildingSpots&lt;br /&gt;
TribalRecipe *-- ThreeBuildings&lt;br /&gt;
ThreeBuildings *-- Breed : Not enough members&lt;br /&gt;
Breed *-- GatherFood : Not enough food&lt;br /&gt;
ThreeBuildings *-- GatherWood: Not enough wood&lt;br /&gt;
ThreeBuildings *-- GatherStone: Not enough stone&lt;br /&gt;
ThreeBuildings *-- LearnMasonry : knowledge masonry needed&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Having the tree above, it&#039;s easy to select the actions required to complete the task. We first get some more food. After that we get the required members, search for wood and stone, and finally build the buildings.&lt;br /&gt;
&lt;br /&gt;
= Tribe Info =&lt;br /&gt;
&lt;br /&gt;
== Brain ==&lt;br /&gt;
&lt;br /&gt;
Syntax: brain(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* x brain eg. behaviour to use for the tribe.&lt;br /&gt;
&lt;br /&gt;
Effect: Override the AbstractTribesman as the brain for the tribe.&lt;br /&gt;
&lt;br /&gt;
For each tribe the server create an tribe_&amp;lt;tribe_id&amp;gt; behavior that inherit from the brain given i the brain command. If no brain entry is given the tribe behaviour will use the AbstractTribesman behaviour. This can be used to create tribes with special behaviours.&lt;br /&gt;
&lt;br /&gt;
== Aggressivity ==&lt;br /&gt;
&lt;br /&gt;
Syntax: aggressivity(x);&lt;br /&gt;
&lt;br /&gt;
Arguments: &lt;br /&gt;
* x in { warlike, neutral, peaceful }&lt;br /&gt;
&lt;br /&gt;
Effect: Decides the way the tribe reacts to other entities around it&#039;s members:&lt;br /&gt;
* Warlike  -- Attack anything on sight.&lt;br /&gt;
* Neutral  -- Attack only if members are attacked.&lt;br /&gt;
* Peaceful -- If tribe members are attack they flee, trying to escape.&lt;br /&gt;
&lt;br /&gt;
Mechanics: Upon parsing this function, an extra reaction is added to the tribal npctype in respect of this function&#039;s argument.&lt;br /&gt;
&lt;br /&gt;
== LoadRecipe ==&lt;br /&gt;
&lt;br /&gt;
Syntax: loadRecipe(x); loadRecipe(x,distributed);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a Recipe Name&lt;br /&gt;
&lt;br /&gt;
Effect: Loads a recipe into the recipe tree. The new recipe&#039;s priority will be the current recipe&#039;s priority + 1.&lt;br /&gt;
&lt;br /&gt;
== LoadCyclicRecipe ==&lt;br /&gt;
&lt;br /&gt;
Syntax: loadCyclicRecipe(x,t);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a Recipe Name&lt;br /&gt;
* &#039;t&#039; is an int, representing the number of ticks (milliseconds) between recipe executions&lt;br /&gt;
&lt;br /&gt;
Effect: Loads a recipe into the recipe tree once every &#039;t&#039; ticks, with highest priority.&lt;br /&gt;
&lt;br /&gt;
== SleepPeriod ==&lt;br /&gt;
&lt;br /&gt;
Syntax: sleepPeriod(x);&lt;br /&gt;
&lt;br /&gt;
Arguments: x in { diurnal, nocturnal, nosleep }&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|diurnal&lt;br /&gt;
|22:00 - 06:00&lt;br /&gt;
|Sleep during night&lt;br /&gt;
|-&lt;br /&gt;
|nocturnal&lt;br /&gt;
|08:00 - 18:00&lt;br /&gt;
|Sleep during day&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Effect: Makes the tribe members sleep at the given period of day.&lt;br /&gt;
&lt;br /&gt;
Mechanics: Upon parsing this function, an extra reaction is added to the tribal npctype. The reaction should react to timeofday perceptions.&lt;br /&gt;
&lt;br /&gt;
= Requirements =&lt;br /&gt;
&lt;br /&gt;
== Tribesman ==&lt;br /&gt;
&lt;br /&gt;
Syntax: tribesman(x,y);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* x is a tribesman type (types are not well-defined at the moment). Keyword &#039;any&#039; is accepted too in order to define any member.&lt;br /&gt;
* y is an int defining the number of tribesmen needed&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: The tribal object checks for a number &#039;y&#039; of tribesman typed &#039;x&#039; with the current behavior equal to the tribe&#039;s idle behavior. (e.g. &amp;quot;do nothing&amp;quot; behavior) If &#039;y&#039; members are found idle, the requirement is considered met.&lt;br /&gt;
&lt;br /&gt;
== Resource ==&lt;br /&gt;
&lt;br /&gt;
Syntax: resource(x,y,r);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* x is the resource name &lt;br /&gt;
* y is the resource quantity required&lt;br /&gt;
* r is the recipe needed to get the resource if not available&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: The tribal object checks for a &#039;y&#039; quantity of &#039;x&#039; resource. If this quantity is found then the resource is considered complete. $RESOURCE_AREA, $REPRODUCTION_RESOURCE and $REPRODUCTION_COST are valid variables.&lt;br /&gt;
&lt;br /&gt;
Judging by the way natural resources are defined, any string declared in natural_resources.sql as a resource can be parsed and mined by the tribe. By default, any new mine found by the tribesmen is stored as a memory named &#039;mine&#039;. Upon it&#039;s first mining action done on the &#039;mine&#039; memory, a reward is granted to the npc. When the NPC gets home and gives that to the tribal object, the memory &#039;mine&#039; is renamed after the reward. In conclusion, having a resource named &#039;Space Shuttle&#039; is valid and works.&lt;br /&gt;
&lt;br /&gt;
Note: The resource requirement just checks if enough resources are available. Use &#039;alterResource&#039; function in your recipes in order to actually substract resource from the tribe bank.&lt;br /&gt;
&lt;br /&gt;
== Knowledge ==&lt;br /&gt;
&lt;br /&gt;
Syntax: knowledge(x);&lt;br /&gt;
&lt;br /&gt;
Arguments: &#039;x&#039; can be any string.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: As described in the [[Tribe Design]] document, knowledge are tokens that keep track on technologies developed by the tribe. It&#039;s valid to request any string as long as it would be possible for the tribe to develop the knowledge. Otherwise the requirement will never be met.&lt;br /&gt;
&lt;br /&gt;
== Item ==&lt;br /&gt;
&lt;br /&gt;
Syntax: item(x,y);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is an item/building name.&lt;br /&gt;
* &#039;y&#039; is an int defining the quantity of items needed.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: At the moment, items are &#039;magically&#039; stored inside the tribal object. This object keeps track on items and buildings with the &#039;Asset&#039; structure. &#039;x&#039; can be any string with the condition that the tribe can actually gain the requested asset. Otherwise the requirement will never be met. Upon parsing this requirement, the tribal object checks it&#039;s asset arrays for the item &#039;x&#039; of quantity &#039;y&#039;.&lt;br /&gt;
&lt;br /&gt;
== Recipe ==&lt;br /&gt;
&lt;br /&gt;
Syntax: recipe(x,y);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a recipe name.&lt;br /&gt;
* &#039;y&#039; is an int defining the quantity of recipes needed.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: Upon parsing this requirement, the parser just adds an &#039;y&#039; number of &#039;x&#039; recipes to the recipe tree.&lt;br /&gt;
&lt;br /&gt;
This requirement isn&#039;t quite practical and should be avoided.&lt;br /&gt;
&lt;br /&gt;
== Trader (Not available) ==&lt;br /&gt;
&lt;br /&gt;
Syntax: trader(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is an item name&lt;br /&gt;
&lt;br /&gt;
Effect: This requirement should check the traders array for a nearby trader giving item &#039;x&#039;.&lt;br /&gt;
&lt;br /&gt;
== Memory ==&lt;br /&gt;
&lt;br /&gt;
Syntax: memory(m,p,r);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;m&#039; is a memory name&lt;br /&gt;
* &#039;p&#039; is a probability between 0-100. Setting this to 10 make it 10% probably that the r will be run even if m is found.&lt;br /&gt;
* &#039;r&#039; is a recipe that will be run if the memory isn&#039;t found.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: Upon parsing this requirement, the parser checks the memory array for a memory called &#039;m&#039;. If it is found, requirement is considered met. If it isn&#039;t found or the probability for failure has hit it will run the recipe &#039;r&#039;.&lt;br /&gt;
&lt;br /&gt;
= Algorithm Steps =&lt;br /&gt;
&lt;br /&gt;
== AddKnowledge ==&lt;br /&gt;
&lt;br /&gt;
Syntax: addKnowledge(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; can be any string.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: Adds the &#039;x&#039; token as a piece of knowledge in the knowledge array.&lt;br /&gt;
&lt;br /&gt;
== AlterResource ==&lt;br /&gt;
&lt;br /&gt;
Syntax: alterResource(x,y);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a resource name&lt;br /&gt;
* &#039;y&#039; is an int describing quantity&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: Upon parsing this function, the parser modifies the quantity of resources available in the tribe.&lt;br /&gt;
&lt;br /&gt;
Note: The &#039;y&#039; value will be added to the current value in the tribe&#039;s bank. Use negative value to represent costs. (e.g. alterResource(gold,-20); in order to pay for a building)&lt;br /&gt;
&lt;br /&gt;
== Attack ==&lt;br /&gt;
&lt;br /&gt;
Syntax: attack();&lt;br /&gt;
&lt;br /&gt;
Arguments: None.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends to previously selected members the &#039;tribe:attack&#039; perception to attack a previously selected location. If the selected location is not an attackable entity they will simply move there and attack whatever is near.&lt;br /&gt;
&lt;br /&gt;
== Gather == &lt;br /&gt;
&lt;br /&gt;
Syntax: gather();&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends previously selected members to a previously selected field and fires their &#039;tribe:gather&#039; behavior.&lt;br /&gt;
&lt;br /&gt;
== GoWork ==&lt;br /&gt;
&lt;br /&gt;
Syntax: goWork(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is an int defining the number of seconds the npcs should work for.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: The &#039;goWork&#039; function sends previously selected npcs to a previously selected location, set the npc buffer [Work_Duration] to &#039;x&#039; and send &#039;tribe:work&#039; behavior.&lt;br /&gt;
&lt;br /&gt;
== Guard (Not available) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
  guard() function not implemented yet, use percept(selection, tribe:guard) instead.&lt;br /&gt;
&lt;br /&gt;
Syntax: guard();&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends previously selected members to guard the selected location. Members will just patrol the area and attack whatever poses a threat.&lt;br /&gt;
&lt;br /&gt;
== LoadLocation ==&lt;br /&gt;
&lt;br /&gt;
Syntax: loadLocation(x,y,z,r);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039;, &#039;y&#039; and &#039;z&#039; are a set of coordinates.&lt;br /&gt;
* &#039;r&#039; is the location name.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: add a new memory in the Database, adding a new location named &amp;quot;work&amp;quot; in the coordinates x,y,z.&lt;br /&gt;
&lt;br /&gt;
== LocateMemory ==&lt;br /&gt;
&lt;br /&gt;
Syntax: locateMemory(x,r);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a memory name.&lt;br /&gt;
* &#039;r&#039; is a recipe to load if the memory &#039;x&#039; isn&#039;t found.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It looks in the tribe&#039;s memory array for the memory called &#039;x&#039; and loads it into the previous selected npc&#039;s buffers. It is vital to use it before basic functions like mine,gather,guard,attack that use the npc buffers to execute.&lt;br /&gt;
&lt;br /&gt;
== LocateResource ==&lt;br /&gt;
&lt;br /&gt;
Syntax: locateResource(x,r);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a resource name.&lt;br /&gt;
* &#039;r&#039; the recipe to load if no resource &#039;x&#039; is found&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: This function works like the above-mentioned &#039;locateMemory&#039; function. The sole difference is that this function tries to locate resource &#039;x&#039;, and it case it fails it tries to locate memories &#039;mine&#039; or &#039;field&#039;. (which are the standard names of unprospected/undiscovered resource zones). In case nor &#039;mine&#039; or &#039;field&#039; are found, it sends the previous selected npcs to explore for them.&lt;br /&gt;
&lt;br /&gt;
== LocateBuildingSpot ==&lt;br /&gt;
&lt;br /&gt;
Syntax: locateBuildingSpot(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a building name.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: This functions locates a building spot previously reserved via &#039;reserveBuildingSpot&#039; function. It searches for building spots in the asset array and set the selected assess in the npc building spot asset. The NPC can use the [[Behavior_Operations#Build Operation|Build Operation]] to build a building at the selected spot.  NBUFFER[Building] is set to x, and NBUFFER[Work_Duration] is set to the building time of the building.&lt;br /&gt;
&lt;br /&gt;
Example Tribe Script:&lt;br /&gt;
&lt;br /&gt;
  select(Worker,1);locateBuildingSpot(Campfire);percept(selection,tribe:build)&lt;br /&gt;
&lt;br /&gt;
Example NPC Script:&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;behavior name=&amp;quot;DoBuild&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;locate obj=&amp;quot;building_spot&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;navigate /&amp;gt;&lt;br /&gt;
      &amp;lt;wait duration=&amp;quot;$NBUFFER[Work_Duration]&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;build /&amp;gt;&lt;br /&gt;
      &amp;lt;talk text=&amp;quot;Nice work building this $NBUFFER[Building]&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;/behavior&amp;gt;&lt;br /&gt;
  &amp;lt;react event=&amp;quot;tribe:build&amp;quot; behavior=&amp;quot;DoBuild&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mate ==&lt;br /&gt;
&lt;br /&gt;
Syntax: mate();&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends previously selected members to their home and fires their &#039;tribe:breed&#039; behavior.&lt;br /&gt;
&lt;br /&gt;
Note: By default, the &#039;mate&#039; functions requires no resources and has no checks. Use it in a recipe that checks that enough resources for breeding are available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
  select(any,1);&lt;br /&gt;
  setBuffer(selection,Reproduce_Type,$member_type);&lt;br /&gt;
  mate();&lt;br /&gt;
  alterResource($REPRODUCTION_RESOURCE, -$REPRODUCTION_COST);&lt;br /&gt;
&lt;br /&gt;
== Mine ==&lt;br /&gt;
&lt;br /&gt;
Syntax: mine();&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends previously selected members to a previously selected mine and fires their &#039;tribe:mine&#039; behavior.&lt;br /&gt;
&lt;br /&gt;
== Percept ==&lt;br /&gt;
&lt;br /&gt;
Syntax: percept(t,p);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;t&#039; is either selection or tribe&lt;br /&gt;
* &#039;p&#039; is the perception to send&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends a perception to previously selected members or to the tribe.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
  select(any,1);&lt;br /&gt;
  percept(selection,tribe:gather)&lt;br /&gt;
  percept(tribe,tribe:flee)&lt;br /&gt;
&lt;br /&gt;
== ReserveSpot ==&lt;br /&gt;
&lt;br /&gt;
Syntax: reserveSpot(x,y,z,bname);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039;, &#039;y&#039; and &#039;z&#039; are coordinates in the same sector as the tribe&lt;br /&gt;
* &#039;bname&#039; is the building name we want to reserve the spot for&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: This function is used so the scripter (you) can arrange the future village of the tribe. When creating a tribe, a recipe containing building spots should be wrote in order to pinpoint where building should be constructed in the future.&lt;br /&gt;
&lt;br /&gt;
== Select ==&lt;br /&gt;
&lt;br /&gt;
Syntax: select(x,y);&lt;br /&gt;
&lt;br /&gt;
Arguments: &lt;br /&gt;
* &#039;x&#039; is a tribe member type. Types can be crated using the [[Behavior_Operations#Reproduce_Operation|Reproduce Operation]]&lt;br /&gt;
* &#039;y&#039; is an int defining the number of members to be selected.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: The &#039;select&#039; function is probably the most important algorithm step. It selects the members passed as arguments and keeps them in a temporary npc array so they can accept orders from the next algorithm steps. It actually works like selecting units and commanding them in a strategy game. After a &#039;select&#039; function, all next algorithm steps apply to selected members only, until another &#039;select&#039; command is issued or the recipe is completed.&lt;br /&gt;
&lt;br /&gt;
  Example:&lt;br /&gt;
     // Will send 3 miners to mine for gold.&lt;br /&gt;
     select(miner,3);&lt;br /&gt;
     locateResource(gold,Explore);&lt;br /&gt;
     mine();&lt;br /&gt;
&lt;br /&gt;
== SetBuffer ==&lt;br /&gt;
&lt;br /&gt;
Syntax: setBuffer(target,name,value);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;target&#039; is either selection or tribe.&lt;br /&gt;
* &#039;name&#039; is the name of the buffer to set.&lt;br /&gt;
* &#039;value&#039; is the new value to set for Buffer.&lt;br /&gt;
&lt;br /&gt;
For selection this resolve to NBUFFER[name] in recipes and $NBUFFER[name] in behaviors.&lt;br /&gt;
For tribes this resolve to TBUFFER[name] in recipes and $TBUFFER[name] in behaviors.&lt;br /&gt;
&lt;br /&gt;
This set the buffers used by [[NPC Variables]] to replace buffers.&lt;br /&gt;
&lt;br /&gt;
Example: &lt;br /&gt;
&lt;br /&gt;
In an algorithm:&lt;br /&gt;
 select(Worker,2);&lt;br /&gt;
 setBuffer(selection,Work_Time,10);&lt;br /&gt;
 percept(tribe:work);&lt;br /&gt;
 &lt;br /&gt;
In a NPC behavior:&lt;br /&gt;
 &amp;lt;wait duration=&amp;quot;$NBUFFER[Work_Time]&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wait ==&lt;br /&gt;
&lt;br /&gt;
Syntax: wait(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is an float defining number seconds to halt recipe for.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: This function sets the wait time for a recipe. By default, no recipes with a wait time bigger than 0 are reparsed. As a consequence, applying wait time to a recipe will make the parser halt the current recipe at the current algorithm step and parse other recipes that wait in line. The function will also fire the &#039;tribe:wait&#039; reaction.&lt;br /&gt;
&lt;br /&gt;
[[Category:Server Design]] [[Category:NPCClient Design]] [[Category:NPCClient Scripting]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Tribe_Scripting&amp;diff=21061</id>
		<title>Tribe Scripting</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Tribe_Scripting&amp;diff=21061"/>
		<updated>2016-03-25T09:23:17Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: /* LoadCyclicRecipe */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Recipe Logic =&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&#039;&#039;&#039;A recipe database entry&#039;&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
!id&lt;br /&gt;
!name&lt;br /&gt;
!requirements&lt;br /&gt;
!algorithm&lt;br /&gt;
!persistent&lt;br /&gt;
|-&lt;br /&gt;
|used for db storing&lt;br /&gt;
|Name of the recipe&lt;br /&gt;
|requirement string containing all requirements&lt;br /&gt;
|algorithm string containing all algorithm steps&lt;br /&gt;
|If this flag is on, the recipe won&#039;t ever be deleted from the recipe tree. After parsing it, if no other recipe has a higher priority... it will be reparsed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage of Recipes ==&lt;br /&gt;
&lt;br /&gt;
Recipes is used to describe how [[tribes]] react. See [[Tribe Design]] for details.&lt;br /&gt;
&lt;br /&gt;
On initialization, a tribal recipe is first loaded in respect of the information indicated by the &#039;tribal_recipe&#039; field. (see [[TribesTable|tribes.sql]]). The tribal recipe is formed from &#039;Tribe Info&#039; functions. (see below)&lt;br /&gt;
&lt;br /&gt;
Based on those functions the npctype for each tribe is created and initial recipes are loaded.&lt;br /&gt;
&lt;br /&gt;
Further on, each Recipe has two important sections: requirements and algorithm. Each of those two is represented by a long string (the maximum is set in the database to 1000 characters) of functions separated by a semi-colon &#039;;&#039;. Upon parsing the long string is split in respect of the semicolons (;) and the recipe manager analyzes each resulting function.&lt;br /&gt;
&lt;br /&gt;
== Recipe-Tree Nodes ==&lt;br /&gt;
&lt;br /&gt;
Inside a tribe object, recipes are stored as Recipe Tree Nodes. This class was created to facilitate the management of recipes and the way recipes are selected to be parsed.&lt;br /&gt;
&lt;br /&gt;
All recipes are stored as leaves in a tree. This way we can always know their hierarchy and precedence.&lt;br /&gt;
&lt;br /&gt;
Besides the obvious usage as a tree, recipe tree nodes also hold vital data for recipe parsing: last requirement parsed, last algorithm step parsed, remaining waiting time.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s consider an example of a tribe which has some building spots available and the task to build on those spots.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
scale 0.8&lt;br /&gt;
TribalRecipe *-- BuildingSpots&lt;br /&gt;
TribalRecipe *-- ThreeBuildings&lt;br /&gt;
ThreeBuildings *-- Breed : Not enough members&lt;br /&gt;
Breed *-- GatherFood : Not enough food&lt;br /&gt;
ThreeBuildings *-- GatherWood: Not enough wood&lt;br /&gt;
ThreeBuildings *-- GatherStone: Not enough stone&lt;br /&gt;
ThreeBuildings *-- LearnMasonry : knowledge masonry needed&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Having the tree above, it&#039;s easy to select the actions required to complete the task. We first get some more food. After that we get the required members, search for wood and stone, and finally build the buildings.&lt;br /&gt;
&lt;br /&gt;
= Tribe Info =&lt;br /&gt;
&lt;br /&gt;
== Brain ==&lt;br /&gt;
&lt;br /&gt;
Syntax: brain(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* x brain eg. behaviour to use for the tribe.&lt;br /&gt;
&lt;br /&gt;
Effect: Override the AbstractTribesman as the brain for the tribe.&lt;br /&gt;
&lt;br /&gt;
For each tribe the server create an tribe_&amp;lt;tribe_id&amp;gt; behavior that inherit from the brain given i the brain command. If no brain entry is given the tribe behaviour will use the AbstractTribesman behaviour. This can be used to create tribes with special behaviours.&lt;br /&gt;
&lt;br /&gt;
== Aggressivity ==&lt;br /&gt;
&lt;br /&gt;
Syntax: aggressivity(x);&lt;br /&gt;
&lt;br /&gt;
Arguments: &lt;br /&gt;
* x in { warlike, neutral, peaceful }&lt;br /&gt;
&lt;br /&gt;
Effect: Decides the way the tribe reacts to other entities around it&#039;s members:&lt;br /&gt;
* Warlike  -- Attack anything on sight.&lt;br /&gt;
* Neutral  -- Attack only if members are attacked.&lt;br /&gt;
* Peaceful -- If tribe members are attack they flee, trying to escape.&lt;br /&gt;
&lt;br /&gt;
Mechanics: Upon parsing this function, an extra reaction is added to the tribal npctype in respect of this function&#039;s argument.&lt;br /&gt;
&lt;br /&gt;
== LoadRecipe ==&lt;br /&gt;
&lt;br /&gt;
Syntax: loadRecipe(x); loadRecipe(x,distributed);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a Recipe Name&lt;br /&gt;
&lt;br /&gt;
Effect: Loads a recipe into the recipe tree. The new recipe&#039;s priority will be the current recipe&#039;s priority + 1.&lt;br /&gt;
&lt;br /&gt;
== LoadCyclicRecipe ==&lt;br /&gt;
&lt;br /&gt;
Syntax: loadCyclicRecipe(x,t);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a Recipe Name&lt;br /&gt;
* &#039;t&#039; is an int, representing the number of ticks (milliseconds) between recipe executions&lt;br /&gt;
&lt;br /&gt;
Effect: Loads a recipe into the recipe tree once every &#039;t&#039; ticks, with highest priority.&lt;br /&gt;
&lt;br /&gt;
== SleepPeriod ==&lt;br /&gt;
&lt;br /&gt;
Syntax: sleepPeriod(x);&lt;br /&gt;
&lt;br /&gt;
Arguments: x in { diurnal, nocturnal, nosleep }&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|diurnal&lt;br /&gt;
|22:00 - 06:00&lt;br /&gt;
|Sleep during night&lt;br /&gt;
|-&lt;br /&gt;
|nocturnal&lt;br /&gt;
|08:00 - 18:00&lt;br /&gt;
|Sleep during day&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Effect: Makes the tribe members sleep at the given period of day.&lt;br /&gt;
&lt;br /&gt;
Mechanics: Upon parsing this function, an extra reaction is added to the tribal npctype. The reaction should react to timeofday perceptions.&lt;br /&gt;
&lt;br /&gt;
= Requirements =&lt;br /&gt;
&lt;br /&gt;
== Tribesman ==&lt;br /&gt;
&lt;br /&gt;
Syntax: tribesman(x,y);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* x is a tribesman type (types are not well-defined at the moment). Keyword &#039;any&#039; is accepted too in order to define any member.&lt;br /&gt;
* y is an int defining the number of tribesmen needed&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: The tribal object checks for a number &#039;y&#039; of tribesman typed &#039;x&#039; with the current behavior equal to the tribe&#039;s idle behavior. (e.g. &amp;quot;do nothing&amp;quot; behavior) If &#039;y&#039; members are found idle, the requirement is considered met.&lt;br /&gt;
&lt;br /&gt;
== Resource ==&lt;br /&gt;
&lt;br /&gt;
Syntax: resource(x,y,r);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* x is the resource name &lt;br /&gt;
* y is the resource quantity required&lt;br /&gt;
* r is the recipe needed to get the resource if not available&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: The tribal object checks for a &#039;y&#039; quantity of &#039;x&#039; resource. If this quantity is found then the resource is considered complete. $RESOURCE_AREA, $REPRODUCTION_RESOURCE and $REPRODUCTION_COST are valid variables.&lt;br /&gt;
&lt;br /&gt;
Judging by the way natural resources are defined, any string declared in natural_resources.sql as a resource can be parsed and mined by the tribe. By default, any new mine found by the tribesmen is stored as a memory named &#039;mine&#039;. Upon it&#039;s first mining action done on the &#039;mine&#039; memory, a reward is granted to the npc. When the NPC gets home and gives that to the tribal object, the memory &#039;mine&#039; is renamed after the reward. In conclusion, having a resource named &#039;Space Shuttle&#039; is valid and works.&lt;br /&gt;
&lt;br /&gt;
Note: The resource requirement just checks if enough resources are available. Use &#039;alterResource&#039; function in your recipes in order to actually substract resource from the tribe bank.&lt;br /&gt;
&lt;br /&gt;
== Knowledge ==&lt;br /&gt;
&lt;br /&gt;
Syntax: knowledge(x);&lt;br /&gt;
&lt;br /&gt;
Arguments: &#039;x&#039; can be any string.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: As described in the [[Tribe Design]] document, knowledge are tokens that keep track on technologies developed by the tribe. It&#039;s valid to request any string as long as it would be possible for the tribe to develop the knowledge. Otherwise the requirement will never be met.&lt;br /&gt;
&lt;br /&gt;
== Item ==&lt;br /&gt;
&lt;br /&gt;
Syntax: item(x,y);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is an item/building name.&lt;br /&gt;
* &#039;y&#039; is an int defining the quantity of items needed.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: At the moment, items are &#039;magically&#039; stored inside the tribal object. This object keeps track on items and buildings with the &#039;Asset&#039; structure. &#039;x&#039; can be any string with the condition that the tribe can actually gain the requested asset. Otherwise the requirement will never be met. Upon parsing this requirement, the tribal object checks it&#039;s asset arrays for the item &#039;x&#039; of quantity &#039;y&#039;.&lt;br /&gt;
&lt;br /&gt;
== Recipe ==&lt;br /&gt;
&lt;br /&gt;
Syntax: recipe(x,y);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a recipe name.&lt;br /&gt;
* &#039;y&#039; is an int defining the quantity of recipes needed.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: Upon parsing this requirement, the parser just adds an &#039;y&#039; number of &#039;x&#039; recipes to the recipe tree.&lt;br /&gt;
&lt;br /&gt;
This requirement isn&#039;t quite practical and should be avoided.&lt;br /&gt;
&lt;br /&gt;
== Trader (Not available) ==&lt;br /&gt;
&lt;br /&gt;
Syntax: trader(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is an item name&lt;br /&gt;
&lt;br /&gt;
Effect: This requirement should check the traders array for a nearby trader giving item &#039;x&#039;.&lt;br /&gt;
&lt;br /&gt;
== Memory ==&lt;br /&gt;
&lt;br /&gt;
Syntax: memory(m,p,r);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;m&#039; is a memory name&lt;br /&gt;
* &#039;p&#039; is a probability between 0-100. Setting this to 10 make it 10% probably that the r will be run even if m is found.&lt;br /&gt;
* &#039;r&#039; is a recipe that will be run if the memory isn&#039;t found.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: Upon parsing this requirement, the parser checks the memory array for a memory called &#039;m&#039;. If it is found, requirement is considered met. If it isn&#039;t found or the probability for failure has hit it will run the recipe &#039;r&#039;.&lt;br /&gt;
&lt;br /&gt;
= Algorithm Steps =&lt;br /&gt;
&lt;br /&gt;
== AddKnowledge ==&lt;br /&gt;
&lt;br /&gt;
Syntax: addKnowledge(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; can be any string.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: Adds the &#039;x&#039; token as a piece of knowledge in the knowledge array.&lt;br /&gt;
&lt;br /&gt;
== AlterResource ==&lt;br /&gt;
&lt;br /&gt;
Syntax: alterResource(x,y);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a resource name&lt;br /&gt;
* &#039;y&#039; is an int describing quantity&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: Upon parsing this function, the parser modifies the quantity of resources available in the tribe.&lt;br /&gt;
&lt;br /&gt;
Note: The &#039;y&#039; value will be added to the current value in the tribe&#039;s bank. Use negative value to represent costs. (e.g. alterResource(gold,-20); in order to pay for a building)&lt;br /&gt;
&lt;br /&gt;
== Attack ==&lt;br /&gt;
&lt;br /&gt;
Syntax: attack();&lt;br /&gt;
&lt;br /&gt;
Arguments: None.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends to previously selected members the &#039;tribe:attack&#039; perception to attack a previously selected location. If the selected location is not an attackable entity they will simply move there and attack whatever is near.&lt;br /&gt;
&lt;br /&gt;
== Gather == &lt;br /&gt;
&lt;br /&gt;
Syntax: gather();&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends previously selected members to a previously selected field and fires their &#039;tribe:gather&#039; behavior.&lt;br /&gt;
&lt;br /&gt;
== GoWork ==&lt;br /&gt;
&lt;br /&gt;
Syntax: goWork(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is an int defining the number of seconds the npcs should work for.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: The &#039;goWork&#039; function sends previously selected npcs to a previously selected location, set the npc buffer [Work_Duration] to &#039;x&#039; and send &#039;tribe:work&#039; behavior.&lt;br /&gt;
&lt;br /&gt;
== Guard (Not available) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
  guard() function not implemented yet, use percept(selection, tribe:guard) instead.&lt;br /&gt;
&lt;br /&gt;
Syntax: guard();&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends previously selected members to guard the selected location. Members will just patrol the area and attack whatever poses a threat.&lt;br /&gt;
&lt;br /&gt;
== LoadLocation ==&lt;br /&gt;
&lt;br /&gt;
Syntax: loadLocation(x,y,z,r);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039;, &#039;y&#039; and &#039;z&#039; are a set of coordinates.&lt;br /&gt;
* &#039;r&#039; is the location name.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: add a new memory in the Database, adding a new location named &amp;quot;work&amp;quot; in the coordinates x,y,z.&lt;br /&gt;
&lt;br /&gt;
== LocateMemory ==&lt;br /&gt;
&lt;br /&gt;
Syntax: locateMemory(x,r);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a memory name.&lt;br /&gt;
* &#039;r&#039; is a recipe to load if the memory &#039;x&#039; isn&#039;t found.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It looks in the tribe&#039;s memory array for the memory called &#039;x&#039; and loads it into the previous selected npc&#039;s buffers. It is vital to use it before basic functions like mine,gather,guard,attack that use the npc buffers to execute.&lt;br /&gt;
&lt;br /&gt;
== LocateResource ==&lt;br /&gt;
&lt;br /&gt;
Syntax: locateResource(x,r);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a resource name.&lt;br /&gt;
* &#039;r&#039; the recipe to load if no resource &#039;x&#039; is found&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: This function works like the above-mentioned &#039;locateMemory&#039; function. The sole difference is that this function tries to locate resource &#039;x&#039;, and it case it fails it tries to locate memories &#039;mine&#039; or &#039;field&#039;. (which are the standard names of unprospected/undiscovered resource zones). In case nor &#039;mine&#039; or &#039;field&#039; are found, it sends the previous selected npcs to explore for them.&lt;br /&gt;
&lt;br /&gt;
== LocateBuildingSpot ==&lt;br /&gt;
&lt;br /&gt;
Syntax: locateBuildingSpot(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a building name.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: This functions locates a building spot previously reserved via &#039;reserveBuildingSpot&#039; function. It searches for building spots in the asset array and set the selected assess in the npc building spot asset. The NPC can use the [[Behavior_Operations#Build Operation|Build Operation]] to build a building at the selected spot.  NBUFFER[Building] is set to x, and NBUFFER[Work_Duration] is set to the building time of the building.&lt;br /&gt;
&lt;br /&gt;
Example Tribe Script:&lt;br /&gt;
&lt;br /&gt;
  select(Worker,1);locateBuildingSpot(Campfire);percept(selection,tribe:build)&lt;br /&gt;
&lt;br /&gt;
Example NPC Script:&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;behavior name=&amp;quot;DoBuild&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;locate obj=&amp;quot;building_spot&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;navigate /&amp;gt;&lt;br /&gt;
      &amp;lt;wait duration=&amp;quot;$NBUFFER[Work_Duration]&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;build /&amp;gt;&lt;br /&gt;
      &amp;lt;talk text=&amp;quot;Nice work building this $NBUFFER[Building]&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;/behavior&amp;gt;&lt;br /&gt;
  &amp;lt;react event=&amp;quot;tribe:build&amp;quot; behavior=&amp;quot;DoBuild&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mate ==&lt;br /&gt;
&lt;br /&gt;
Syntax: mate();&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends previously selected members to their home and fires their &#039;tribe:breed&#039; behavior.&lt;br /&gt;
&lt;br /&gt;
Note: By default, the &#039;mate&#039; functions requires no resources and has no checks. Use it in a recipe that checks that enough resources for breeding are available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
  select(any,1);&lt;br /&gt;
  setBuffer(selection,Reproduce_Type,$member_type);&lt;br /&gt;
  mate();&lt;br /&gt;
  alterResource($REPRODUCTION_RESOURCE, -$REPRODUCTION_COST);&lt;br /&gt;
&lt;br /&gt;
== Mine ==&lt;br /&gt;
&lt;br /&gt;
Syntax: mine();&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends previously selected members to a previously selected mine and fires their &#039;tribe:mine&#039; behavior.&lt;br /&gt;
&lt;br /&gt;
== Percept ==&lt;br /&gt;
&lt;br /&gt;
Syntax: percept(t,p);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;t&#039; is either selection or tribe&lt;br /&gt;
* &#039;p&#039; is the perception to send&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends a perception to previously selected members or to the tribe.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
  percept(selection,tribe:gather)&lt;br /&gt;
  percept(tribe,tribe:flee)&lt;br /&gt;
&lt;br /&gt;
== ReserveSpot ==&lt;br /&gt;
&lt;br /&gt;
Syntax: reserveSpot(x,y,z,bname);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039;, &#039;y&#039; and &#039;z&#039; are coordinates in the same sector as the tribe&lt;br /&gt;
* &#039;bname&#039; is the building name we want to reserve the spot for&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: This function is used so the scripter (you) can arrange the future village of the tribe. When creating a tribe, a recipe containing building spots should be wrote in order to pinpoint where building should be constructed in the future.&lt;br /&gt;
&lt;br /&gt;
== Select ==&lt;br /&gt;
&lt;br /&gt;
Syntax: select(x,y);&lt;br /&gt;
&lt;br /&gt;
Arguments: &lt;br /&gt;
* &#039;x&#039; is a tribe member type. Types can be crated using the [[Behavior_Operations#Reproduce_Operation|Reproduce Operation]]&lt;br /&gt;
* &#039;y&#039; is an int defining the number of members to be selected.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: The &#039;select&#039; function is probably the most important algorithm step. It selects the members passed as arguments and keeps them in a temporary npc array so they can accept orders from the next algorithm steps. It actually works like selecting units and commanding them in a strategy game. After a &#039;select&#039; function, all next algorithm steps apply to selected members only, until another &#039;select&#039; command is issued or the recipe is completed.&lt;br /&gt;
&lt;br /&gt;
  Example:&lt;br /&gt;
     // Will send 3 miners to mine for gold.&lt;br /&gt;
     select(miner,3);&lt;br /&gt;
     locateResource(gold,Explore);&lt;br /&gt;
     mine();&lt;br /&gt;
&lt;br /&gt;
== SetBuffer ==&lt;br /&gt;
&lt;br /&gt;
Syntax: setBuffer(target,name,value);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;target&#039; is either selection or tribe.&lt;br /&gt;
* &#039;name&#039; is the name of the buffer to set.&lt;br /&gt;
* &#039;value&#039; is the new value to set for Buffer.&lt;br /&gt;
&lt;br /&gt;
For selection this resolve to NBUFFER[name] in recipes and $NBUFFER[name] in behaviors.&lt;br /&gt;
For tribes this resolve to TBUFFER[name] in recipes and $TBUFFER[name] in behaviors.&lt;br /&gt;
&lt;br /&gt;
This set the buffers used by [[NPC Variables]] to replace buffers.&lt;br /&gt;
&lt;br /&gt;
Example: &lt;br /&gt;
&lt;br /&gt;
In an algorithm:&lt;br /&gt;
 select(Worker,2);&lt;br /&gt;
 setBuffer(selection,Work_Time,10);&lt;br /&gt;
 percept(tribe:work);&lt;br /&gt;
 &lt;br /&gt;
In a NPC behavior:&lt;br /&gt;
 &amp;lt;wait duration=&amp;quot;$NBUFFER[Work_Time]&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wait ==&lt;br /&gt;
&lt;br /&gt;
Syntax: wait(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is an float defining number seconds to halt recipe for.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: This function sets the wait time for a recipe. By default, no recipes with a wait time bigger than 0 are reparsed. As a consequence, applying wait time to a recipe will make the parser halt the current recipe at the current algorithm step and parse other recipes that wait in line. The function will also fire the &#039;tribe:wait&#039; reaction.&lt;br /&gt;
&lt;br /&gt;
[[Category:Server Design]] [[Category:NPCClient Design]] [[Category:NPCClient Scripting]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Tribe_Scripting&amp;diff=21060</id>
		<title>Tribe Scripting</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Tribe_Scripting&amp;diff=21060"/>
		<updated>2016-03-23T23:20:59Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: /* LoadLocation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Recipe Logic =&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&#039;&#039;&#039;A recipe database entry&#039;&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
!id&lt;br /&gt;
!name&lt;br /&gt;
!requirements&lt;br /&gt;
!algorithm&lt;br /&gt;
!persistent&lt;br /&gt;
|-&lt;br /&gt;
|used for db storing&lt;br /&gt;
|Name of the recipe&lt;br /&gt;
|requirement string containing all requirements&lt;br /&gt;
|algorithm string containing all algorithm steps&lt;br /&gt;
|If this flag is on, the recipe won&#039;t ever be deleted from the recipe tree. After parsing it, if no other recipe has a higher priority... it will be reparsed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage of Recipes ==&lt;br /&gt;
&lt;br /&gt;
Recipes is used to describe how [[tribes]] react. See [[Tribe Design]] for details.&lt;br /&gt;
&lt;br /&gt;
On initialization, a tribal recipe is first loaded in respect of the information indicated by the &#039;tribal_recipe&#039; field. (see [[TribesTable|tribes.sql]]). The tribal recipe is formed from &#039;Tribe Info&#039; functions. (see below)&lt;br /&gt;
&lt;br /&gt;
Based on those functions the npctype for each tribe is created and initial recipes are loaded.&lt;br /&gt;
&lt;br /&gt;
Further on, each Recipe has two important sections: requirements and algorithm. Each of those two is represented by a long string (the maximum is set in the database to 1000 characters) of functions separated by a semi-colon &#039;;&#039;. Upon parsing the long string is split in respect of the semicolons (;) and the recipe manager analyzes each resulting function.&lt;br /&gt;
&lt;br /&gt;
== Recipe-Tree Nodes ==&lt;br /&gt;
&lt;br /&gt;
Inside a tribe object, recipes are stored as Recipe Tree Nodes. This class was created to facilitate the management of recipes and the way recipes are selected to be parsed.&lt;br /&gt;
&lt;br /&gt;
All recipes are stored as leaves in a tree. This way we can always know their hierarchy and precedence.&lt;br /&gt;
&lt;br /&gt;
Besides the obvious usage as a tree, recipe tree nodes also hold vital data for recipe parsing: last requirement parsed, last algorithm step parsed, remaining waiting time.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s consider an example of a tribe which has some building spots available and the task to build on those spots.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
scale 0.8&lt;br /&gt;
TribalRecipe *-- BuildingSpots&lt;br /&gt;
TribalRecipe *-- ThreeBuildings&lt;br /&gt;
ThreeBuildings *-- Breed : Not enough members&lt;br /&gt;
Breed *-- GatherFood : Not enough food&lt;br /&gt;
ThreeBuildings *-- GatherWood: Not enough wood&lt;br /&gt;
ThreeBuildings *-- GatherStone: Not enough stone&lt;br /&gt;
ThreeBuildings *-- LearnMasonry : knowledge masonry needed&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Having the tree above, it&#039;s easy to select the actions required to complete the task. We first get some more food. After that we get the required members, search for wood and stone, and finally build the buildings.&lt;br /&gt;
&lt;br /&gt;
= Tribe Info =&lt;br /&gt;
&lt;br /&gt;
== Brain ==&lt;br /&gt;
&lt;br /&gt;
Syntax: brain(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* x brain eg. behaviour to use for the tribe.&lt;br /&gt;
&lt;br /&gt;
Effect: Override the AbstractTribesman as the brain for the tribe.&lt;br /&gt;
&lt;br /&gt;
For each tribe the server create an tribe_&amp;lt;tribe_id&amp;gt; behavior that inherit from the brain given i the brain command. If no brain entry is given the tribe behaviour will use the AbstractTribesman behaviour. This can be used to create tribes with special behaviours.&lt;br /&gt;
&lt;br /&gt;
== Aggressivity ==&lt;br /&gt;
&lt;br /&gt;
Syntax: aggressivity(x);&lt;br /&gt;
&lt;br /&gt;
Arguments: &lt;br /&gt;
* x in { warlike, neutral, peaceful }&lt;br /&gt;
&lt;br /&gt;
Effect: Decides the way the tribe reacts to other entities around it&#039;s members:&lt;br /&gt;
* Warlike  -- Attack anything on sight.&lt;br /&gt;
* Neutral  -- Attack only if members are attacked.&lt;br /&gt;
* Peaceful -- If tribe members are attack they flee, trying to escape.&lt;br /&gt;
&lt;br /&gt;
Mechanics: Upon parsing this function, an extra reaction is added to the tribal npctype in respect of this function&#039;s argument.&lt;br /&gt;
&lt;br /&gt;
== LoadRecipe ==&lt;br /&gt;
&lt;br /&gt;
Syntax: loadRecipe(x); loadRecipe(x,distributed);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a Recipe Name&lt;br /&gt;
&lt;br /&gt;
Effect: Loads a recipe into the recipe tree. The new recipe&#039;s priority will be the current recipe&#039;s priority + 1.&lt;br /&gt;
&lt;br /&gt;
== LoadCyclicRecipe ==&lt;br /&gt;
&lt;br /&gt;
Syntax: loadCyclicRecipe(x,t);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a Recipe Name&lt;br /&gt;
* &#039;t&#039; is an int, representing the number of ticks between recipe executions&lt;br /&gt;
&lt;br /&gt;
Effect: Loads a recipe into the recipe tree once every &#039;t&#039; ticks, with highest priority.&lt;br /&gt;
&lt;br /&gt;
== SleepPeriod ==&lt;br /&gt;
&lt;br /&gt;
Syntax: sleepPeriod(x);&lt;br /&gt;
&lt;br /&gt;
Arguments: x in { diurnal, nocturnal, nosleep }&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|diurnal&lt;br /&gt;
|22:00 - 06:00&lt;br /&gt;
|Sleep during night&lt;br /&gt;
|-&lt;br /&gt;
|nocturnal&lt;br /&gt;
|08:00 - 18:00&lt;br /&gt;
|Sleep during day&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Effect: Makes the tribe members sleep at the given period of day.&lt;br /&gt;
&lt;br /&gt;
Mechanics: Upon parsing this function, an extra reaction is added to the tribal npctype. The reaction should react to timeofday perceptions.&lt;br /&gt;
&lt;br /&gt;
= Requirements =&lt;br /&gt;
&lt;br /&gt;
== Tribesman ==&lt;br /&gt;
&lt;br /&gt;
Syntax: tribesman(x,y);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* x is a tribesman type (types are not well-defined at the moment). Keyword &#039;any&#039; is accepted too in order to define any member.&lt;br /&gt;
* y is an int defining the number of tribesmen needed&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: The tribal object checks for a number &#039;y&#039; of tribesman typed &#039;x&#039; with the current behavior equal to the tribe&#039;s idle behavior. (e.g. &amp;quot;do nothing&amp;quot; behavior) If &#039;y&#039; members are found idle, the requirement is considered met.&lt;br /&gt;
&lt;br /&gt;
== Resource ==&lt;br /&gt;
&lt;br /&gt;
Syntax: resource(x,y,r);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* x is the resource name &lt;br /&gt;
* y is the resource quantity required&lt;br /&gt;
* r is the recipe needed to get the resource if not available&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: The tribal object checks for a &#039;y&#039; quantity of &#039;x&#039; resource. If this quantity is found then the resource is considered complete. $RESOURCE_AREA, $REPRODUCTION_RESOURCE and $REPRODUCTION_COST are valid variables.&lt;br /&gt;
&lt;br /&gt;
Judging by the way natural resources are defined, any string declared in natural_resources.sql as a resource can be parsed and mined by the tribe. By default, any new mine found by the tribesmen is stored as a memory named &#039;mine&#039;. Upon it&#039;s first mining action done on the &#039;mine&#039; memory, a reward is granted to the npc. When the NPC gets home and gives that to the tribal object, the memory &#039;mine&#039; is renamed after the reward. In conclusion, having a resource named &#039;Space Shuttle&#039; is valid and works.&lt;br /&gt;
&lt;br /&gt;
Note: The resource requirement just checks if enough resources are available. Use &#039;alterResource&#039; function in your recipes in order to actually substract resource from the tribe bank.&lt;br /&gt;
&lt;br /&gt;
== Knowledge ==&lt;br /&gt;
&lt;br /&gt;
Syntax: knowledge(x);&lt;br /&gt;
&lt;br /&gt;
Arguments: &#039;x&#039; can be any string.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: As described in the [[Tribe Design]] document, knowledge are tokens that keep track on technologies developed by the tribe. It&#039;s valid to request any string as long as it would be possible for the tribe to develop the knowledge. Otherwise the requirement will never be met.&lt;br /&gt;
&lt;br /&gt;
== Item ==&lt;br /&gt;
&lt;br /&gt;
Syntax: item(x,y);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is an item/building name.&lt;br /&gt;
* &#039;y&#039; is an int defining the quantity of items needed.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: At the moment, items are &#039;magically&#039; stored inside the tribal object. This object keeps track on items and buildings with the &#039;Asset&#039; structure. &#039;x&#039; can be any string with the condition that the tribe can actually gain the requested asset. Otherwise the requirement will never be met. Upon parsing this requirement, the tribal object checks it&#039;s asset arrays for the item &#039;x&#039; of quantity &#039;y&#039;.&lt;br /&gt;
&lt;br /&gt;
== Recipe ==&lt;br /&gt;
&lt;br /&gt;
Syntax: recipe(x,y);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a recipe name.&lt;br /&gt;
* &#039;y&#039; is an int defining the quantity of recipes needed.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: Upon parsing this requirement, the parser just adds an &#039;y&#039; number of &#039;x&#039; recipes to the recipe tree.&lt;br /&gt;
&lt;br /&gt;
This requirement isn&#039;t quite practical and should be avoided.&lt;br /&gt;
&lt;br /&gt;
== Trader (Not available) ==&lt;br /&gt;
&lt;br /&gt;
Syntax: trader(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is an item name&lt;br /&gt;
&lt;br /&gt;
Effect: This requirement should check the traders array for a nearby trader giving item &#039;x&#039;.&lt;br /&gt;
&lt;br /&gt;
== Memory ==&lt;br /&gt;
&lt;br /&gt;
Syntax: memory(m,p,r);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;m&#039; is a memory name&lt;br /&gt;
* &#039;p&#039; is a probability between 0-100. Setting this to 10 make it 10% probably that the r will be run even if m is found.&lt;br /&gt;
* &#039;r&#039; is a recipe that will be run if the memory isn&#039;t found.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: Upon parsing this requirement, the parser checks the memory array for a memory called &#039;m&#039;. If it is found, requirement is considered met. If it isn&#039;t found or the probability for failure has hit it will run the recipe &#039;r&#039;.&lt;br /&gt;
&lt;br /&gt;
= Algorithm Steps =&lt;br /&gt;
&lt;br /&gt;
== AddKnowledge ==&lt;br /&gt;
&lt;br /&gt;
Syntax: addKnowledge(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; can be any string.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: Adds the &#039;x&#039; token as a piece of knowledge in the knowledge array.&lt;br /&gt;
&lt;br /&gt;
== AlterResource ==&lt;br /&gt;
&lt;br /&gt;
Syntax: alterResource(x,y);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a resource name&lt;br /&gt;
* &#039;y&#039; is an int describing quantity&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: Upon parsing this function, the parser modifies the quantity of resources available in the tribe.&lt;br /&gt;
&lt;br /&gt;
Note: The &#039;y&#039; value will be added to the current value in the tribe&#039;s bank. Use negative value to represent costs. (e.g. alterResource(gold,-20); in order to pay for a building)&lt;br /&gt;
&lt;br /&gt;
== Attack ==&lt;br /&gt;
&lt;br /&gt;
Syntax: attack();&lt;br /&gt;
&lt;br /&gt;
Arguments: None.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends to previously selected members the &#039;tribe:attack&#039; perception to attack a previously selected location. If the selected location is not an attackable entity they will simply move there and attack whatever is near.&lt;br /&gt;
&lt;br /&gt;
== Gather == &lt;br /&gt;
&lt;br /&gt;
Syntax: gather();&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends previously selected members to a previously selected field and fires their &#039;tribe:gather&#039; behavior.&lt;br /&gt;
&lt;br /&gt;
== GoWork ==&lt;br /&gt;
&lt;br /&gt;
Syntax: goWork(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is an int defining the number of seconds the npcs should work for.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: The &#039;goWork&#039; function sends previously selected npcs to a previously selected location, set the npc buffer [Work_Duration] to &#039;x&#039; and send &#039;tribe:work&#039; behavior.&lt;br /&gt;
&lt;br /&gt;
== Guard (Not available) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
  guard() function not implemented yet, use percept(selection, tribe:guard) instead.&lt;br /&gt;
&lt;br /&gt;
Syntax: guard();&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends previously selected members to guard the selected location. Members will just patrol the area and attack whatever poses a threat.&lt;br /&gt;
&lt;br /&gt;
== LoadLocation ==&lt;br /&gt;
&lt;br /&gt;
Syntax: loadLocation(x,y,z,r);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039;, &#039;y&#039; and &#039;z&#039; are a set of coordinates.&lt;br /&gt;
* &#039;r&#039; is the location name.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: add a new memory in the Database, adding a new location named &amp;quot;work&amp;quot; in the coordinates x,y,z.&lt;br /&gt;
&lt;br /&gt;
== LocateMemory ==&lt;br /&gt;
&lt;br /&gt;
Syntax: locateMemory(x,r);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a memory name.&lt;br /&gt;
* &#039;r&#039; is a recipe to load if the memory &#039;x&#039; isn&#039;t found.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It looks in the tribe&#039;s memory array for the memory called &#039;x&#039; and loads it into the previous selected npc&#039;s buffers. It is vital to use it before basic functions like mine,gather,guard,attack that use the npc buffers to execute.&lt;br /&gt;
&lt;br /&gt;
== LocateResource ==&lt;br /&gt;
&lt;br /&gt;
Syntax: locateResource(x,r);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a resource name.&lt;br /&gt;
* &#039;r&#039; the recipe to load if no resource &#039;x&#039; is found&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: This function works like the above-mentioned &#039;locateMemory&#039; function. The sole difference is that this function tries to locate resource &#039;x&#039;, and it case it fails it tries to locate memories &#039;mine&#039; or &#039;field&#039;. (which are the standard names of unprospected/undiscovered resource zones). In case nor &#039;mine&#039; or &#039;field&#039; are found, it sends the previous selected npcs to explore for them.&lt;br /&gt;
&lt;br /&gt;
== LocateBuildingSpot ==&lt;br /&gt;
&lt;br /&gt;
Syntax: locateBuildingSpot(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a building name.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: This functions locates a building spot previously reserved via &#039;reserveBuildingSpot&#039; function. It searches for building spots in the asset array and set the selected assess in the npc building spot asset. The NPC can use the [[Behavior_Operations#Build Operation|Build Operation]] to build a building at the selected spot.  NBUFFER[Building] is set to x, and NBUFFER[Work_Duration] is set to the building time of the building.&lt;br /&gt;
&lt;br /&gt;
Example Tribe Script:&lt;br /&gt;
&lt;br /&gt;
  select(Worker,1);locateBuildingSpot(Campfire);percept(selection,tribe:build)&lt;br /&gt;
&lt;br /&gt;
Example NPC Script:&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;behavior name=&amp;quot;DoBuild&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;locate obj=&amp;quot;building_spot&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;navigate /&amp;gt;&lt;br /&gt;
      &amp;lt;wait duration=&amp;quot;$NBUFFER[Work_Duration]&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;build /&amp;gt;&lt;br /&gt;
      &amp;lt;talk text=&amp;quot;Nice work building this $NBUFFER[Building]&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;/behavior&amp;gt;&lt;br /&gt;
  &amp;lt;react event=&amp;quot;tribe:build&amp;quot; behavior=&amp;quot;DoBuild&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mate ==&lt;br /&gt;
&lt;br /&gt;
Syntax: mate();&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends previously selected members to their home and fires their &#039;tribe:breed&#039; behavior.&lt;br /&gt;
&lt;br /&gt;
Note: By default, the &#039;mate&#039; functions requires no resources and has no checks. Use it in a recipe that checks that enough resources for breeding are available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
  select(any,1);&lt;br /&gt;
  setBuffer(selection,Reproduce_Type,$member_type);&lt;br /&gt;
  mate();&lt;br /&gt;
  alterResource($REPRODUCTION_RESOURCE, -$REPRODUCTION_COST);&lt;br /&gt;
&lt;br /&gt;
== Mine ==&lt;br /&gt;
&lt;br /&gt;
Syntax: mine();&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends previously selected members to a previously selected mine and fires their &#039;tribe:mine&#039; behavior.&lt;br /&gt;
&lt;br /&gt;
== Percept ==&lt;br /&gt;
&lt;br /&gt;
Syntax: percept(t,p);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;t&#039; is either selection or tribe&lt;br /&gt;
* &#039;p&#039; is the perception to send&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends a perception to previously selected members or to the tribe.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
  percept(selection,tribe:gather)&lt;br /&gt;
  percept(tribe,tribe:flee)&lt;br /&gt;
&lt;br /&gt;
== ReserveSpot ==&lt;br /&gt;
&lt;br /&gt;
Syntax: reserveSpot(x,y,z,bname);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039;, &#039;y&#039; and &#039;z&#039; are coordinates in the same sector as the tribe&lt;br /&gt;
* &#039;bname&#039; is the building name we want to reserve the spot for&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: This function is used so the scripter (you) can arrange the future village of the tribe. When creating a tribe, a recipe containing building spots should be wrote in order to pinpoint where building should be constructed in the future.&lt;br /&gt;
&lt;br /&gt;
== Select ==&lt;br /&gt;
&lt;br /&gt;
Syntax: select(x,y);&lt;br /&gt;
&lt;br /&gt;
Arguments: &lt;br /&gt;
* &#039;x&#039; is a tribe member type. Types can be crated using the [[Behavior_Operations#Reproduce_Operation|Reproduce Operation]]&lt;br /&gt;
* &#039;y&#039; is an int defining the number of members to be selected.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: The &#039;select&#039; function is probably the most important algorithm step. It selects the members passed as arguments and keeps them in a temporary npc array so they can accept orders from the next algorithm steps. It actually works like selecting units and commanding them in a strategy game. After a &#039;select&#039; function, all next algorithm steps apply to selected members only, until another &#039;select&#039; command is issued or the recipe is completed.&lt;br /&gt;
&lt;br /&gt;
  Example:&lt;br /&gt;
     // Will send 3 miners to mine for gold.&lt;br /&gt;
     select(miner,3);&lt;br /&gt;
     locateResource(gold,Explore);&lt;br /&gt;
     mine();&lt;br /&gt;
&lt;br /&gt;
== SetBuffer ==&lt;br /&gt;
&lt;br /&gt;
Syntax: setBuffer(target,name,value);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;target&#039; is either selection or tribe.&lt;br /&gt;
* &#039;name&#039; is the name of the buffer to set.&lt;br /&gt;
* &#039;value&#039; is the new value to set for Buffer.&lt;br /&gt;
&lt;br /&gt;
For selection this resolve to NBUFFER[name] in recipes and $NBUFFER[name] in behaviors.&lt;br /&gt;
For tribes this resolve to TBUFFER[name] in recipes and $TBUFFER[name] in behaviors.&lt;br /&gt;
&lt;br /&gt;
This set the buffers used by [[NPC Variables]] to replace buffers.&lt;br /&gt;
&lt;br /&gt;
Example: &lt;br /&gt;
&lt;br /&gt;
In an algorithm:&lt;br /&gt;
 select(Worker,2);&lt;br /&gt;
 setBuffer(selection,Work_Time,10);&lt;br /&gt;
 percept(tribe:work);&lt;br /&gt;
 &lt;br /&gt;
In a NPC behavior:&lt;br /&gt;
 &amp;lt;wait duration=&amp;quot;$NBUFFER[Work_Time]&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wait ==&lt;br /&gt;
&lt;br /&gt;
Syntax: wait(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is an float defining number seconds to halt recipe for.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: This function sets the wait time for a recipe. By default, no recipes with a wait time bigger than 0 are reparsed. As a consequence, applying wait time to a recipe will make the parser halt the current recipe at the current algorithm step and parse other recipes that wait in line. The function will also fire the &#039;tribe:wait&#039; reaction.&lt;br /&gt;
&lt;br /&gt;
[[Category:Server Design]] [[Category:NPCClient Design]] [[Category:NPCClient Scripting]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Tribe_Scripting&amp;diff=21059</id>
		<title>Tribe Scripting</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Tribe_Scripting&amp;diff=21059"/>
		<updated>2016-03-23T23:11:50Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: /* Algorithm Steps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Recipe Logic =&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&#039;&#039;&#039;A recipe database entry&#039;&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
!id&lt;br /&gt;
!name&lt;br /&gt;
!requirements&lt;br /&gt;
!algorithm&lt;br /&gt;
!persistent&lt;br /&gt;
|-&lt;br /&gt;
|used for db storing&lt;br /&gt;
|Name of the recipe&lt;br /&gt;
|requirement string containing all requirements&lt;br /&gt;
|algorithm string containing all algorithm steps&lt;br /&gt;
|If this flag is on, the recipe won&#039;t ever be deleted from the recipe tree. After parsing it, if no other recipe has a higher priority... it will be reparsed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage of Recipes ==&lt;br /&gt;
&lt;br /&gt;
Recipes is used to describe how [[tribes]] react. See [[Tribe Design]] for details.&lt;br /&gt;
&lt;br /&gt;
On initialization, a tribal recipe is first loaded in respect of the information indicated by the &#039;tribal_recipe&#039; field. (see [[TribesTable|tribes.sql]]). The tribal recipe is formed from &#039;Tribe Info&#039; functions. (see below)&lt;br /&gt;
&lt;br /&gt;
Based on those functions the npctype for each tribe is created and initial recipes are loaded.&lt;br /&gt;
&lt;br /&gt;
Further on, each Recipe has two important sections: requirements and algorithm. Each of those two is represented by a long string (the maximum is set in the database to 1000 characters) of functions separated by a semi-colon &#039;;&#039;. Upon parsing the long string is split in respect of the semicolons (;) and the recipe manager analyzes each resulting function.&lt;br /&gt;
&lt;br /&gt;
== Recipe-Tree Nodes ==&lt;br /&gt;
&lt;br /&gt;
Inside a tribe object, recipes are stored as Recipe Tree Nodes. This class was created to facilitate the management of recipes and the way recipes are selected to be parsed.&lt;br /&gt;
&lt;br /&gt;
All recipes are stored as leaves in a tree. This way we can always know their hierarchy and precedence.&lt;br /&gt;
&lt;br /&gt;
Besides the obvious usage as a tree, recipe tree nodes also hold vital data for recipe parsing: last requirement parsed, last algorithm step parsed, remaining waiting time.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s consider an example of a tribe which has some building spots available and the task to build on those spots.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
scale 0.8&lt;br /&gt;
TribalRecipe *-- BuildingSpots&lt;br /&gt;
TribalRecipe *-- ThreeBuildings&lt;br /&gt;
ThreeBuildings *-- Breed : Not enough members&lt;br /&gt;
Breed *-- GatherFood : Not enough food&lt;br /&gt;
ThreeBuildings *-- GatherWood: Not enough wood&lt;br /&gt;
ThreeBuildings *-- GatherStone: Not enough stone&lt;br /&gt;
ThreeBuildings *-- LearnMasonry : knowledge masonry needed&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Having the tree above, it&#039;s easy to select the actions required to complete the task. We first get some more food. After that we get the required members, search for wood and stone, and finally build the buildings.&lt;br /&gt;
&lt;br /&gt;
= Tribe Info =&lt;br /&gt;
&lt;br /&gt;
== Brain ==&lt;br /&gt;
&lt;br /&gt;
Syntax: brain(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* x brain eg. behaviour to use for the tribe.&lt;br /&gt;
&lt;br /&gt;
Effect: Override the AbstractTribesman as the brain for the tribe.&lt;br /&gt;
&lt;br /&gt;
For each tribe the server create an tribe_&amp;lt;tribe_id&amp;gt; behavior that inherit from the brain given i the brain command. If no brain entry is given the tribe behaviour will use the AbstractTribesman behaviour. This can be used to create tribes with special behaviours.&lt;br /&gt;
&lt;br /&gt;
== Aggressivity ==&lt;br /&gt;
&lt;br /&gt;
Syntax: aggressivity(x);&lt;br /&gt;
&lt;br /&gt;
Arguments: &lt;br /&gt;
* x in { warlike, neutral, peaceful }&lt;br /&gt;
&lt;br /&gt;
Effect: Decides the way the tribe reacts to other entities around it&#039;s members:&lt;br /&gt;
* Warlike  -- Attack anything on sight.&lt;br /&gt;
* Neutral  -- Attack only if members are attacked.&lt;br /&gt;
* Peaceful -- If tribe members are attack they flee, trying to escape.&lt;br /&gt;
&lt;br /&gt;
Mechanics: Upon parsing this function, an extra reaction is added to the tribal npctype in respect of this function&#039;s argument.&lt;br /&gt;
&lt;br /&gt;
== LoadRecipe ==&lt;br /&gt;
&lt;br /&gt;
Syntax: loadRecipe(x); loadRecipe(x,distributed);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a Recipe Name&lt;br /&gt;
&lt;br /&gt;
Effect: Loads a recipe into the recipe tree. The new recipe&#039;s priority will be the current recipe&#039;s priority + 1.&lt;br /&gt;
&lt;br /&gt;
== LoadCyclicRecipe ==&lt;br /&gt;
&lt;br /&gt;
Syntax: loadCyclicRecipe(x,t);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a Recipe Name&lt;br /&gt;
* &#039;t&#039; is an int, representing the number of ticks between recipe executions&lt;br /&gt;
&lt;br /&gt;
Effect: Loads a recipe into the recipe tree once every &#039;t&#039; ticks, with highest priority.&lt;br /&gt;
&lt;br /&gt;
== SleepPeriod ==&lt;br /&gt;
&lt;br /&gt;
Syntax: sleepPeriod(x);&lt;br /&gt;
&lt;br /&gt;
Arguments: x in { diurnal, nocturnal, nosleep }&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|diurnal&lt;br /&gt;
|22:00 - 06:00&lt;br /&gt;
|Sleep during night&lt;br /&gt;
|-&lt;br /&gt;
|nocturnal&lt;br /&gt;
|08:00 - 18:00&lt;br /&gt;
|Sleep during day&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Effect: Makes the tribe members sleep at the given period of day.&lt;br /&gt;
&lt;br /&gt;
Mechanics: Upon parsing this function, an extra reaction is added to the tribal npctype. The reaction should react to timeofday perceptions.&lt;br /&gt;
&lt;br /&gt;
= Requirements =&lt;br /&gt;
&lt;br /&gt;
== Tribesman ==&lt;br /&gt;
&lt;br /&gt;
Syntax: tribesman(x,y);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* x is a tribesman type (types are not well-defined at the moment). Keyword &#039;any&#039; is accepted too in order to define any member.&lt;br /&gt;
* y is an int defining the number of tribesmen needed&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: The tribal object checks for a number &#039;y&#039; of tribesman typed &#039;x&#039; with the current behavior equal to the tribe&#039;s idle behavior. (e.g. &amp;quot;do nothing&amp;quot; behavior) If &#039;y&#039; members are found idle, the requirement is considered met.&lt;br /&gt;
&lt;br /&gt;
== Resource ==&lt;br /&gt;
&lt;br /&gt;
Syntax: resource(x,y,r);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* x is the resource name &lt;br /&gt;
* y is the resource quantity required&lt;br /&gt;
* r is the recipe needed to get the resource if not available&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: The tribal object checks for a &#039;y&#039; quantity of &#039;x&#039; resource. If this quantity is found then the resource is considered complete. $RESOURCE_AREA, $REPRODUCTION_RESOURCE and $REPRODUCTION_COST are valid variables.&lt;br /&gt;
&lt;br /&gt;
Judging by the way natural resources are defined, any string declared in natural_resources.sql as a resource can be parsed and mined by the tribe. By default, any new mine found by the tribesmen is stored as a memory named &#039;mine&#039;. Upon it&#039;s first mining action done on the &#039;mine&#039; memory, a reward is granted to the npc. When the NPC gets home and gives that to the tribal object, the memory &#039;mine&#039; is renamed after the reward. In conclusion, having a resource named &#039;Space Shuttle&#039; is valid and works.&lt;br /&gt;
&lt;br /&gt;
Note: The resource requirement just checks if enough resources are available. Use &#039;alterResource&#039; function in your recipes in order to actually substract resource from the tribe bank.&lt;br /&gt;
&lt;br /&gt;
== Knowledge ==&lt;br /&gt;
&lt;br /&gt;
Syntax: knowledge(x);&lt;br /&gt;
&lt;br /&gt;
Arguments: &#039;x&#039; can be any string.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: As described in the [[Tribe Design]] document, knowledge are tokens that keep track on technologies developed by the tribe. It&#039;s valid to request any string as long as it would be possible for the tribe to develop the knowledge. Otherwise the requirement will never be met.&lt;br /&gt;
&lt;br /&gt;
== Item ==&lt;br /&gt;
&lt;br /&gt;
Syntax: item(x,y);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is an item/building name.&lt;br /&gt;
* &#039;y&#039; is an int defining the quantity of items needed.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: At the moment, items are &#039;magically&#039; stored inside the tribal object. This object keeps track on items and buildings with the &#039;Asset&#039; structure. &#039;x&#039; can be any string with the condition that the tribe can actually gain the requested asset. Otherwise the requirement will never be met. Upon parsing this requirement, the tribal object checks it&#039;s asset arrays for the item &#039;x&#039; of quantity &#039;y&#039;.&lt;br /&gt;
&lt;br /&gt;
== Recipe ==&lt;br /&gt;
&lt;br /&gt;
Syntax: recipe(x,y);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a recipe name.&lt;br /&gt;
* &#039;y&#039; is an int defining the quantity of recipes needed.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: Upon parsing this requirement, the parser just adds an &#039;y&#039; number of &#039;x&#039; recipes to the recipe tree.&lt;br /&gt;
&lt;br /&gt;
This requirement isn&#039;t quite practical and should be avoided.&lt;br /&gt;
&lt;br /&gt;
== Trader (Not available) ==&lt;br /&gt;
&lt;br /&gt;
Syntax: trader(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is an item name&lt;br /&gt;
&lt;br /&gt;
Effect: This requirement should check the traders array for a nearby trader giving item &#039;x&#039;.&lt;br /&gt;
&lt;br /&gt;
== Memory ==&lt;br /&gt;
&lt;br /&gt;
Syntax: memory(m,p,r);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;m&#039; is a memory name&lt;br /&gt;
* &#039;p&#039; is a probability between 0-100. Setting this to 10 make it 10% probably that the r will be run even if m is found.&lt;br /&gt;
* &#039;r&#039; is a recipe that will be run if the memory isn&#039;t found.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: Upon parsing this requirement, the parser checks the memory array for a memory called &#039;m&#039;. If it is found, requirement is considered met. If it isn&#039;t found or the probability for failure has hit it will run the recipe &#039;r&#039;.&lt;br /&gt;
&lt;br /&gt;
= Algorithm Steps =&lt;br /&gt;
&lt;br /&gt;
== AddKnowledge ==&lt;br /&gt;
&lt;br /&gt;
Syntax: addKnowledge(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; can be any string.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: Adds the &#039;x&#039; token as a piece of knowledge in the knowledge array.&lt;br /&gt;
&lt;br /&gt;
== AlterResource ==&lt;br /&gt;
&lt;br /&gt;
Syntax: alterResource(x,y);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a resource name&lt;br /&gt;
* &#039;y&#039; is an int describing quantity&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: Upon parsing this function, the parser modifies the quantity of resources available in the tribe.&lt;br /&gt;
&lt;br /&gt;
Note: The &#039;y&#039; value will be added to the current value in the tribe&#039;s bank. Use negative value to represent costs. (e.g. alterResource(gold,-20); in order to pay for a building)&lt;br /&gt;
&lt;br /&gt;
== Attack ==&lt;br /&gt;
&lt;br /&gt;
Syntax: attack();&lt;br /&gt;
&lt;br /&gt;
Arguments: None.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends to previously selected members the &#039;tribe:attack&#039; perception to attack a previously selected location. If the selected location is not an attackable entity they will simply move there and attack whatever is near.&lt;br /&gt;
&lt;br /&gt;
== Gather == &lt;br /&gt;
&lt;br /&gt;
Syntax: gather();&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends previously selected members to a previously selected field and fires their &#039;tribe:gather&#039; behavior.&lt;br /&gt;
&lt;br /&gt;
== GoWork ==&lt;br /&gt;
&lt;br /&gt;
Syntax: goWork(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is an int defining the number of seconds the npcs should work for.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: The &#039;goWork&#039; function sends previously selected npcs to a previously selected location, set the npc buffer [Work_Duration] to &#039;x&#039; and send &#039;tribe:work&#039; behavior.&lt;br /&gt;
&lt;br /&gt;
== Guard (Not available) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
  guard() function not implemented yet, use percept(selection, tribe:guard) instead.&lt;br /&gt;
&lt;br /&gt;
Syntax: guard();&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends previously selected members to guard the selected location. Members will just patrol the area and attack whatever poses a threat.&lt;br /&gt;
&lt;br /&gt;
== LoadLocation ==&lt;br /&gt;
&lt;br /&gt;
Syntax: loadLocation(x,y,z,r);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x,y,z&#039; are a set of coordinates.&lt;br /&gt;
* &#039;r&#039; is the location name.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: add a new memory in the Database, adding a new location named &amp;quot;work&amp;quot; in the coordinates x,y,z.&lt;br /&gt;
&lt;br /&gt;
== LocateMemory ==&lt;br /&gt;
&lt;br /&gt;
Syntax: locateMemory(x,r);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a memory name.&lt;br /&gt;
* &#039;r&#039; is a recipe to load if the memory &#039;x&#039; isn&#039;t found.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It looks in the tribe&#039;s memory array for the memory called &#039;x&#039; and loads it into the previous selected npc&#039;s buffers. It is vital to use it before basic functions like mine,gather,guard,attack that use the npc buffers to execute.&lt;br /&gt;
&lt;br /&gt;
== LocateResource ==&lt;br /&gt;
&lt;br /&gt;
Syntax: locateResource(x,r);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a resource name.&lt;br /&gt;
* &#039;r&#039; the recipe to load if no resource &#039;x&#039; is found&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: This function works like the above-mentioned &#039;locateMemory&#039; function. The sole difference is that this function tries to locate resource &#039;x&#039;, and it case it fails it tries to locate memories &#039;mine&#039; or &#039;field&#039;. (which are the standard names of unprospected/undiscovered resource zones). In case nor &#039;mine&#039; or &#039;field&#039; are found, it sends the previous selected npcs to explore for them.&lt;br /&gt;
&lt;br /&gt;
== LocateBuildingSpot ==&lt;br /&gt;
&lt;br /&gt;
Syntax: locateBuildingSpot(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a building name.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: This functions locates a building spot previously reserved via &#039;reserveBuildingSpot&#039; function. It searches for building spots in the asset array and set the selected assess in the npc building spot asset. The NPC can use the [[Behavior_Operations#Build Operation|Build Operation]] to build a building at the selected spot.  NBUFFER[Building] is set to x, and NBUFFER[Work_Duration] is set to the building time of the building.&lt;br /&gt;
&lt;br /&gt;
Example Tribe Script:&lt;br /&gt;
&lt;br /&gt;
  select(Worker,1);locateBuildingSpot(Campfire);percept(selection,tribe:build)&lt;br /&gt;
&lt;br /&gt;
Example NPC Script:&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;behavior name=&amp;quot;DoBuild&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;locate obj=&amp;quot;building_spot&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;navigate /&amp;gt;&lt;br /&gt;
      &amp;lt;wait duration=&amp;quot;$NBUFFER[Work_Duration]&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;build /&amp;gt;&lt;br /&gt;
      &amp;lt;talk text=&amp;quot;Nice work building this $NBUFFER[Building]&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;/behavior&amp;gt;&lt;br /&gt;
  &amp;lt;react event=&amp;quot;tribe:build&amp;quot; behavior=&amp;quot;DoBuild&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mate ==&lt;br /&gt;
&lt;br /&gt;
Syntax: mate();&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends previously selected members to their home and fires their &#039;tribe:breed&#039; behavior.&lt;br /&gt;
&lt;br /&gt;
Note: By default, the &#039;mate&#039; functions requires no resources and has no checks. Use it in a recipe that checks that enough resources for breeding are available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
  select(any,1);&lt;br /&gt;
  setBuffer(selection,Reproduce_Type,$member_type);&lt;br /&gt;
  mate();&lt;br /&gt;
  alterResource($REPRODUCTION_RESOURCE, -$REPRODUCTION_COST);&lt;br /&gt;
&lt;br /&gt;
== Mine ==&lt;br /&gt;
&lt;br /&gt;
Syntax: mine();&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends previously selected members to a previously selected mine and fires their &#039;tribe:mine&#039; behavior.&lt;br /&gt;
&lt;br /&gt;
== Percept ==&lt;br /&gt;
&lt;br /&gt;
Syntax: percept(t,p);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;t&#039; is either selection or tribe&lt;br /&gt;
* &#039;p&#039; is the perception to send&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends a perception to previously selected members or to the tribe.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
  percept(selection,tribe:gather)&lt;br /&gt;
  percept(tribe,tribe:flee)&lt;br /&gt;
&lt;br /&gt;
== ReserveSpot ==&lt;br /&gt;
&lt;br /&gt;
Syntax: reserveSpot(x,y,z,bname);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039;, &#039;y&#039; and &#039;z&#039; are coordinates in the same sector as the tribe&lt;br /&gt;
* &#039;bname&#039; is the building name we want to reserve the spot for&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: This function is used so the scripter (you) can arrange the future village of the tribe. When creating a tribe, a recipe containing building spots should be wrote in order to pinpoint where building should be constructed in the future.&lt;br /&gt;
&lt;br /&gt;
== Select ==&lt;br /&gt;
&lt;br /&gt;
Syntax: select(x,y);&lt;br /&gt;
&lt;br /&gt;
Arguments: &lt;br /&gt;
* &#039;x&#039; is a tribe member type. Types can be crated using the [[Behavior_Operations#Reproduce_Operation|Reproduce Operation]]&lt;br /&gt;
* &#039;y&#039; is an int defining the number of members to be selected.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: The &#039;select&#039; function is probably the most important algorithm step. It selects the members passed as arguments and keeps them in a temporary npc array so they can accept orders from the next algorithm steps. It actually works like selecting units and commanding them in a strategy game. After a &#039;select&#039; function, all next algorithm steps apply to selected members only, until another &#039;select&#039; command is issued or the recipe is completed.&lt;br /&gt;
&lt;br /&gt;
  Example:&lt;br /&gt;
     // Will send 3 miners to mine for gold.&lt;br /&gt;
     select(miner,3);&lt;br /&gt;
     locateResource(gold,Explore);&lt;br /&gt;
     mine();&lt;br /&gt;
&lt;br /&gt;
== SetBuffer ==&lt;br /&gt;
&lt;br /&gt;
Syntax: setBuffer(target,name,value);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;target&#039; is either selection or tribe.&lt;br /&gt;
* &#039;name&#039; is the name of the buffer to set.&lt;br /&gt;
* &#039;value&#039; is the new value to set for Buffer.&lt;br /&gt;
&lt;br /&gt;
For selection this resolve to NBUFFER[name] in recipes and $NBUFFER[name] in behaviors.&lt;br /&gt;
For tribes this resolve to TBUFFER[name] in recipes and $TBUFFER[name] in behaviors.&lt;br /&gt;
&lt;br /&gt;
This set the buffers used by [[NPC Variables]] to replace buffers.&lt;br /&gt;
&lt;br /&gt;
Example: &lt;br /&gt;
&lt;br /&gt;
In an algorithm:&lt;br /&gt;
 select(Worker,2);&lt;br /&gt;
 setBuffer(selection,Work_Time,10);&lt;br /&gt;
 percept(tribe:work);&lt;br /&gt;
 &lt;br /&gt;
In a NPC behavior:&lt;br /&gt;
 &amp;lt;wait duration=&amp;quot;$NBUFFER[Work_Time]&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wait ==&lt;br /&gt;
&lt;br /&gt;
Syntax: wait(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is an float defining number seconds to halt recipe for.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: This function sets the wait time for a recipe. By default, no recipes with a wait time bigger than 0 are reparsed. As a consequence, applying wait time to a recipe will make the parser halt the current recipe at the current algorithm step and parse other recipes that wait in line. The function will also fire the &#039;tribe:wait&#039; reaction.&lt;br /&gt;
&lt;br /&gt;
[[Category:Server Design]] [[Category:NPCClient Design]] [[Category:NPCClient Scripting]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Tribe_Scripting&amp;diff=21058</id>
		<title>Tribe Scripting</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Tribe_Scripting&amp;diff=21058"/>
		<updated>2016-03-23T23:04:07Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: /* Brain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Recipe Logic =&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&#039;&#039;&#039;A recipe database entry&#039;&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
!id&lt;br /&gt;
!name&lt;br /&gt;
!requirements&lt;br /&gt;
!algorithm&lt;br /&gt;
!persistent&lt;br /&gt;
|-&lt;br /&gt;
|used for db storing&lt;br /&gt;
|Name of the recipe&lt;br /&gt;
|requirement string containing all requirements&lt;br /&gt;
|algorithm string containing all algorithm steps&lt;br /&gt;
|If this flag is on, the recipe won&#039;t ever be deleted from the recipe tree. After parsing it, if no other recipe has a higher priority... it will be reparsed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage of Recipes ==&lt;br /&gt;
&lt;br /&gt;
Recipes is used to describe how [[tribes]] react. See [[Tribe Design]] for details.&lt;br /&gt;
&lt;br /&gt;
On initialization, a tribal recipe is first loaded in respect of the information indicated by the &#039;tribal_recipe&#039; field. (see [[TribesTable|tribes.sql]]). The tribal recipe is formed from &#039;Tribe Info&#039; functions. (see below)&lt;br /&gt;
&lt;br /&gt;
Based on those functions the npctype for each tribe is created and initial recipes are loaded.&lt;br /&gt;
&lt;br /&gt;
Further on, each Recipe has two important sections: requirements and algorithm. Each of those two is represented by a long string (the maximum is set in the database to 1000 characters) of functions separated by a semi-colon &#039;;&#039;. Upon parsing the long string is split in respect of the semicolons (;) and the recipe manager analyzes each resulting function.&lt;br /&gt;
&lt;br /&gt;
== Recipe-Tree Nodes ==&lt;br /&gt;
&lt;br /&gt;
Inside a tribe object, recipes are stored as Recipe Tree Nodes. This class was created to facilitate the management of recipes and the way recipes are selected to be parsed.&lt;br /&gt;
&lt;br /&gt;
All recipes are stored as leaves in a tree. This way we can always know their hierarchy and precedence.&lt;br /&gt;
&lt;br /&gt;
Besides the obvious usage as a tree, recipe tree nodes also hold vital data for recipe parsing: last requirement parsed, last algorithm step parsed, remaining waiting time.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s consider an example of a tribe which has some building spots available and the task to build on those spots.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
scale 0.8&lt;br /&gt;
TribalRecipe *-- BuildingSpots&lt;br /&gt;
TribalRecipe *-- ThreeBuildings&lt;br /&gt;
ThreeBuildings *-- Breed : Not enough members&lt;br /&gt;
Breed *-- GatherFood : Not enough food&lt;br /&gt;
ThreeBuildings *-- GatherWood: Not enough wood&lt;br /&gt;
ThreeBuildings *-- GatherStone: Not enough stone&lt;br /&gt;
ThreeBuildings *-- LearnMasonry : knowledge masonry needed&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Having the tree above, it&#039;s easy to select the actions required to complete the task. We first get some more food. After that we get the required members, search for wood and stone, and finally build the buildings.&lt;br /&gt;
&lt;br /&gt;
= Tribe Info =&lt;br /&gt;
&lt;br /&gt;
== Brain ==&lt;br /&gt;
&lt;br /&gt;
Syntax: brain(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* x brain eg. behaviour to use for the tribe.&lt;br /&gt;
&lt;br /&gt;
Effect: Override the AbstractTribesman as the brain for the tribe.&lt;br /&gt;
&lt;br /&gt;
For each tribe the server create an tribe_&amp;lt;tribe_id&amp;gt; behavior that inherit from the brain given i the brain command. If no brain entry is given the tribe behaviour will use the AbstractTribesman behaviour. This can be used to create tribes with special behaviours.&lt;br /&gt;
&lt;br /&gt;
== Aggressivity ==&lt;br /&gt;
&lt;br /&gt;
Syntax: aggressivity(x);&lt;br /&gt;
&lt;br /&gt;
Arguments: &lt;br /&gt;
* x in { warlike, neutral, peaceful }&lt;br /&gt;
&lt;br /&gt;
Effect: Decides the way the tribe reacts to other entities around it&#039;s members:&lt;br /&gt;
* Warlike  -- Attack anything on sight.&lt;br /&gt;
* Neutral  -- Attack only if members are attacked.&lt;br /&gt;
* Peaceful -- If tribe members are attack they flee, trying to escape.&lt;br /&gt;
&lt;br /&gt;
Mechanics: Upon parsing this function, an extra reaction is added to the tribal npctype in respect of this function&#039;s argument.&lt;br /&gt;
&lt;br /&gt;
== LoadRecipe ==&lt;br /&gt;
&lt;br /&gt;
Syntax: loadRecipe(x); loadRecipe(x,distributed);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a Recipe Name&lt;br /&gt;
&lt;br /&gt;
Effect: Loads a recipe into the recipe tree. The new recipe&#039;s priority will be the current recipe&#039;s priority + 1.&lt;br /&gt;
&lt;br /&gt;
== LoadCyclicRecipe ==&lt;br /&gt;
&lt;br /&gt;
Syntax: loadCyclicRecipe(x,t);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a Recipe Name&lt;br /&gt;
* &#039;t&#039; is an int, representing the number of ticks between recipe executions&lt;br /&gt;
&lt;br /&gt;
Effect: Loads a recipe into the recipe tree once every &#039;t&#039; ticks, with highest priority.&lt;br /&gt;
&lt;br /&gt;
== SleepPeriod ==&lt;br /&gt;
&lt;br /&gt;
Syntax: sleepPeriod(x);&lt;br /&gt;
&lt;br /&gt;
Arguments: x in { diurnal, nocturnal, nosleep }&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|diurnal&lt;br /&gt;
|22:00 - 06:00&lt;br /&gt;
|Sleep during night&lt;br /&gt;
|-&lt;br /&gt;
|nocturnal&lt;br /&gt;
|08:00 - 18:00&lt;br /&gt;
|Sleep during day&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Effect: Makes the tribe members sleep at the given period of day.&lt;br /&gt;
&lt;br /&gt;
Mechanics: Upon parsing this function, an extra reaction is added to the tribal npctype. The reaction should react to timeofday perceptions.&lt;br /&gt;
&lt;br /&gt;
= Requirements =&lt;br /&gt;
&lt;br /&gt;
== Tribesman ==&lt;br /&gt;
&lt;br /&gt;
Syntax: tribesman(x,y);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* x is a tribesman type (types are not well-defined at the moment). Keyword &#039;any&#039; is accepted too in order to define any member.&lt;br /&gt;
* y is an int defining the number of tribesmen needed&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: The tribal object checks for a number &#039;y&#039; of tribesman typed &#039;x&#039; with the current behavior equal to the tribe&#039;s idle behavior. (e.g. &amp;quot;do nothing&amp;quot; behavior) If &#039;y&#039; members are found idle, the requirement is considered met.&lt;br /&gt;
&lt;br /&gt;
== Resource ==&lt;br /&gt;
&lt;br /&gt;
Syntax: resource(x,y,r);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* x is the resource name &lt;br /&gt;
* y is the resource quantity required&lt;br /&gt;
* r is the recipe needed to get the resource if not available&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: The tribal object checks for a &#039;y&#039; quantity of &#039;x&#039; resource. If this quantity is found then the resource is considered complete. $RESOURCE_AREA, $REPRODUCTION_RESOURCE and $REPRODUCTION_COST are valid variables.&lt;br /&gt;
&lt;br /&gt;
Judging by the way natural resources are defined, any string declared in natural_resources.sql as a resource can be parsed and mined by the tribe. By default, any new mine found by the tribesmen is stored as a memory named &#039;mine&#039;. Upon it&#039;s first mining action done on the &#039;mine&#039; memory, a reward is granted to the npc. When the NPC gets home and gives that to the tribal object, the memory &#039;mine&#039; is renamed after the reward. In conclusion, having a resource named &#039;Space Shuttle&#039; is valid and works.&lt;br /&gt;
&lt;br /&gt;
Note: The resource requirement just checks if enough resources are available. Use &#039;alterResource&#039; function in your recipes in order to actually substract resource from the tribe bank.&lt;br /&gt;
&lt;br /&gt;
== Knowledge ==&lt;br /&gt;
&lt;br /&gt;
Syntax: knowledge(x);&lt;br /&gt;
&lt;br /&gt;
Arguments: &#039;x&#039; can be any string.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: As described in the [[Tribe Design]] document, knowledge are tokens that keep track on technologies developed by the tribe. It&#039;s valid to request any string as long as it would be possible for the tribe to develop the knowledge. Otherwise the requirement will never be met.&lt;br /&gt;
&lt;br /&gt;
== Item ==&lt;br /&gt;
&lt;br /&gt;
Syntax: item(x,y);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is an item/building name.&lt;br /&gt;
* &#039;y&#039; is an int defining the quantity of items needed.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: At the moment, items are &#039;magically&#039; stored inside the tribal object. This object keeps track on items and buildings with the &#039;Asset&#039; structure. &#039;x&#039; can be any string with the condition that the tribe can actually gain the requested asset. Otherwise the requirement will never be met. Upon parsing this requirement, the tribal object checks it&#039;s asset arrays for the item &#039;x&#039; of quantity &#039;y&#039;.&lt;br /&gt;
&lt;br /&gt;
== Recipe ==&lt;br /&gt;
&lt;br /&gt;
Syntax: recipe(x,y);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a recipe name.&lt;br /&gt;
* &#039;y&#039; is an int defining the quantity of recipes needed.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: Upon parsing this requirement, the parser just adds an &#039;y&#039; number of &#039;x&#039; recipes to the recipe tree.&lt;br /&gt;
&lt;br /&gt;
This requirement isn&#039;t quite practical and should be avoided.&lt;br /&gt;
&lt;br /&gt;
== Trader (Not available) ==&lt;br /&gt;
&lt;br /&gt;
Syntax: trader(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is an item name&lt;br /&gt;
&lt;br /&gt;
Effect: This requirement should check the traders array for a nearby trader giving item &#039;x&#039;.&lt;br /&gt;
&lt;br /&gt;
== Memory ==&lt;br /&gt;
&lt;br /&gt;
Syntax: memory(m,p,r);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;m&#039; is a memory name&lt;br /&gt;
* &#039;p&#039; is a probability between 0-100. Setting this to 10 make it 10% probably that the r will be run even if m is found.&lt;br /&gt;
* &#039;r&#039; is a recipe that will be run if the memory isn&#039;t found.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: Upon parsing this requirement, the parser checks the memory array for a memory called &#039;m&#039;. If it is found, requirement is considered met. If it isn&#039;t found or the probability for failure has hit it will run the recipe &#039;r&#039;.&lt;br /&gt;
&lt;br /&gt;
= Algorithm Steps =&lt;br /&gt;
&lt;br /&gt;
== AddKnowledge ==&lt;br /&gt;
&lt;br /&gt;
Syntax: addKnowledge(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; can be any string.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: Adds the &#039;x&#039; token as a piece of knowledge in the knowledge array.&lt;br /&gt;
&lt;br /&gt;
== AlterResource ==&lt;br /&gt;
&lt;br /&gt;
Syntax: alterResource(x,y);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a resource name&lt;br /&gt;
* &#039;y&#039; is an int describing quantity&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: Upon parsing this function, the parser modifies the quantity of resources available in the tribe.&lt;br /&gt;
&lt;br /&gt;
Note: The &#039;y&#039; value will be added to the current value in the tribe&#039;s bank. Use negative value to represent costs. (e.g. alterResource(gold,-20); in order to pay for a building)&lt;br /&gt;
&lt;br /&gt;
== Attack ==&lt;br /&gt;
&lt;br /&gt;
Syntax: attack();&lt;br /&gt;
&lt;br /&gt;
Arguments: None.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends to previously selected members the &#039;tribe:attack&#039; perception to attack a previously selected location. If the selected location is not an attackable entity they will simply move there and attack whatever is near.&lt;br /&gt;
&lt;br /&gt;
== Gather == &lt;br /&gt;
&lt;br /&gt;
Syntax: gather();&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends previously selected members to a previously selected field and fires their &#039;tribe:gather&#039; behavior.&lt;br /&gt;
&lt;br /&gt;
== GoWork ==&lt;br /&gt;
&lt;br /&gt;
Syntax: goWork(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is an int defining the number of seconds the npcs should work for.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: The &#039;goWork&#039; function sends previously selected npcs to a previously selected location, set the npc buffer [Work_Duration] to &#039;x&#039; and send &#039;tribe:work&#039; behavior.&lt;br /&gt;
&lt;br /&gt;
== Guard (Not available) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
  guard() function not implemented yet, use percept(selection, tribe:guard) instead.&lt;br /&gt;
&lt;br /&gt;
Syntax: guard();&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends previously selected members to guard the selected location. Members will just patrol the area and attack whatever poses a threat.&lt;br /&gt;
&lt;br /&gt;
== LocateMemory ==&lt;br /&gt;
&lt;br /&gt;
Syntax: locateMemory(x,r);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a memory name.&lt;br /&gt;
* &#039;r&#039; is a recipe to load if the memory &#039;x&#039; isn&#039;t found.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It looks in the tribe&#039;s memory array for the memory called &#039;x&#039; and loads it into the previous selected npc&#039;s buffers. It is vital to use it before basic functions like mine,gather,guard,attack that use the npc buffers to execute.&lt;br /&gt;
&lt;br /&gt;
== LocateResource ==&lt;br /&gt;
&lt;br /&gt;
Syntax: locateResource(x,r);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a resource name.&lt;br /&gt;
* &#039;r&#039; the recipe to load if no resource &#039;x&#039; is found&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: This function works like the above-mentioned &#039;locateMemory&#039; function. The sole difference is that this function tries to locate resource &#039;x&#039;, and it case it fails it tries to locate memories &#039;mine&#039; or &#039;field&#039;. (which are the standard names of unprospected/undiscovered resource zones). In case nor &#039;mine&#039; or &#039;field&#039; are found, it sends the previous selected npcs to explore for them.&lt;br /&gt;
&lt;br /&gt;
== LocateBuildingSpot ==&lt;br /&gt;
&lt;br /&gt;
Syntax: locateBuildingSpot(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a building name.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: This functions locates a building spot previously reserved via &#039;reserveBuildingSpot&#039; function. It searches for building spots in the asset array and set the selected assess in the npc building spot asset. The NPC can use the [[Behavior_Operations#Build Operation|Build Operation]] to build a building at the selected spot.  NBUFFER[Building] is set to x, and NBUFFER[Work_Duration] is set to the building time of the building.&lt;br /&gt;
&lt;br /&gt;
Example Tribe Script:&lt;br /&gt;
&lt;br /&gt;
  select(Worker,1);locateBuildingSpot(Campfire);percept(selection,tribe:build)&lt;br /&gt;
&lt;br /&gt;
Example NPC Script:&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;behavior name=&amp;quot;DoBuild&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;locate obj=&amp;quot;building_spot&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;navigate /&amp;gt;&lt;br /&gt;
      &amp;lt;wait duration=&amp;quot;$NBUFFER[Work_Duration]&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;build /&amp;gt;&lt;br /&gt;
      &amp;lt;talk text=&amp;quot;Nice work building this $NBUFFER[Building]&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;/behavior&amp;gt;&lt;br /&gt;
  &amp;lt;react event=&amp;quot;tribe:build&amp;quot; behavior=&amp;quot;DoBuild&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mate ==&lt;br /&gt;
&lt;br /&gt;
Syntax: mate();&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends previously selected members to their home and fires their &#039;tribe:breed&#039; behavior.&lt;br /&gt;
&lt;br /&gt;
Note: By default, the &#039;mate&#039; functions requires no resources and has no checks. Use it in a recipe that checks that enough resources for breeding are available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
  select(any,1);&lt;br /&gt;
  setBuffer(selection,Reproduce_Type,$member_type);&lt;br /&gt;
  mate();&lt;br /&gt;
  alterResource($REPRODUCTION_RESOURCE, -$REPRODUCTION_COST);&lt;br /&gt;
&lt;br /&gt;
== Mine ==&lt;br /&gt;
&lt;br /&gt;
Syntax: mine();&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends previously selected members to a previously selected mine and fires their &#039;tribe:mine&#039; behavior.&lt;br /&gt;
&lt;br /&gt;
== Percept ==&lt;br /&gt;
&lt;br /&gt;
Syntax: percept(t,p);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;t&#039; is either selection or tribe&lt;br /&gt;
* &#039;p&#039; is the perception to send&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends a perception to previously selected members or to the tribe.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
  percept(selection,tribe:gather)&lt;br /&gt;
  percept(tribe,tribe:flee)&lt;br /&gt;
&lt;br /&gt;
== ReserveSpot ==&lt;br /&gt;
&lt;br /&gt;
Syntax: reserveSpot(x,y,z,bname);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039;, &#039;y&#039; and &#039;z&#039; are coordinates in the same sector as the tribe&lt;br /&gt;
* &#039;bname&#039; is the building name we want to reserve the spot for&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: This function is used so the scripter (you) can arrange the future village of the tribe. When creating a tribe, a recipe containing building spots should be wrote in order to pinpoint where building should be constructed in the future.&lt;br /&gt;
&lt;br /&gt;
== Select ==&lt;br /&gt;
&lt;br /&gt;
Syntax: select(x,y);&lt;br /&gt;
&lt;br /&gt;
Arguments: &lt;br /&gt;
* &#039;x&#039; is a tribe member type. Types can be crated using the [[Behavior_Operations#Reproduce_Operation|Reproduce Operation]]&lt;br /&gt;
* &#039;y&#039; is an int defining the number of members to be selected.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: The &#039;select&#039; function is probably the most important algorithm step. It selects the members passed as arguments and keeps them in a temporary npc array so they can accept orders from the next algorithm steps. It actually works like selecting units and commanding them in a strategy game. After a &#039;select&#039; function, all next algorithm steps apply to selected members only, until another &#039;select&#039; command is issued or the recipe is completed.&lt;br /&gt;
&lt;br /&gt;
  Example:&lt;br /&gt;
     // Will send 3 miners to mine for gold.&lt;br /&gt;
     select(miner,3);&lt;br /&gt;
     locateResource(gold,Explore);&lt;br /&gt;
     mine();&lt;br /&gt;
&lt;br /&gt;
== SetBuffer ==&lt;br /&gt;
&lt;br /&gt;
Syntax: setBuffer(target,name,value);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;target&#039; is either selection or tribe.&lt;br /&gt;
* &#039;name&#039; is the name of the buffer to set.&lt;br /&gt;
* &#039;value&#039; is the new value to set for Buffer.&lt;br /&gt;
&lt;br /&gt;
For selection this resolve to NBUFFER[name] in recipes and $NBUFFER[name] in behaviors.&lt;br /&gt;
For tribes this resolve to TBUFFER[name] in recipes and $TBUFFER[name] in behaviors.&lt;br /&gt;
&lt;br /&gt;
This set the buffers used by [[NPC Variables]] to replace buffers.&lt;br /&gt;
&lt;br /&gt;
Example: &lt;br /&gt;
&lt;br /&gt;
In an algorithm:&lt;br /&gt;
 select(Worker,2);&lt;br /&gt;
 setBuffer(selection,Work_Time,10);&lt;br /&gt;
 percept(tribe:work);&lt;br /&gt;
 &lt;br /&gt;
In a NPC behavior:&lt;br /&gt;
 &amp;lt;wait duration=&amp;quot;$NBUFFER[Work_Time]&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wait ==&lt;br /&gt;
&lt;br /&gt;
Syntax: wait(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is an float defining number seconds to halt recipe for.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: This function sets the wait time for a recipe. By default, no recipes with a wait time bigger than 0 are reparsed. As a consequence, applying wait time to a recipe will make the parser halt the current recipe at the current algorithm step and parse other recipes that wait in line. The function will also fire the &#039;tribe:wait&#039; reaction.&lt;br /&gt;
&lt;br /&gt;
[[Category:Server Design]] [[Category:NPCClient Design]] [[Category:NPCClient Scripting]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Tribe_Scripting&amp;diff=21057</id>
		<title>Tribe Scripting</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Tribe_Scripting&amp;diff=21057"/>
		<updated>2016-03-23T23:01:03Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: /* LoadCyclicRecipe (Not available) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Recipe Logic =&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&#039;&#039;&#039;A recipe database entry&#039;&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
!id&lt;br /&gt;
!name&lt;br /&gt;
!requirements&lt;br /&gt;
!algorithm&lt;br /&gt;
!persistent&lt;br /&gt;
|-&lt;br /&gt;
|used for db storing&lt;br /&gt;
|Name of the recipe&lt;br /&gt;
|requirement string containing all requirements&lt;br /&gt;
|algorithm string containing all algorithm steps&lt;br /&gt;
|If this flag is on, the recipe won&#039;t ever be deleted from the recipe tree. After parsing it, if no other recipe has a higher priority... it will be reparsed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage of Recipes ==&lt;br /&gt;
&lt;br /&gt;
Recipes is used to describe how [[tribes]] react. See [[Tribe Design]] for details.&lt;br /&gt;
&lt;br /&gt;
On initialization, a tribal recipe is first loaded in respect of the information indicated by the &#039;tribal_recipe&#039; field. (see [[TribesTable|tribes.sql]]). The tribal recipe is formed from &#039;Tribe Info&#039; functions. (see below)&lt;br /&gt;
&lt;br /&gt;
Based on those functions the npctype for each tribe is created and initial recipes are loaded.&lt;br /&gt;
&lt;br /&gt;
Further on, each Recipe has two important sections: requirements and algorithm. Each of those two is represented by a long string (the maximum is set in the database to 1000 characters) of functions separated by a semi-colon &#039;;&#039;. Upon parsing the long string is split in respect of the semicolons (;) and the recipe manager analyzes each resulting function.&lt;br /&gt;
&lt;br /&gt;
== Recipe-Tree Nodes ==&lt;br /&gt;
&lt;br /&gt;
Inside a tribe object, recipes are stored as Recipe Tree Nodes. This class was created to facilitate the management of recipes and the way recipes are selected to be parsed.&lt;br /&gt;
&lt;br /&gt;
All recipes are stored as leaves in a tree. This way we can always know their hierarchy and precedence.&lt;br /&gt;
&lt;br /&gt;
Besides the obvious usage as a tree, recipe tree nodes also hold vital data for recipe parsing: last requirement parsed, last algorithm step parsed, remaining waiting time.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s consider an example of a tribe which has some building spots available and the task to build on those spots.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
scale 0.8&lt;br /&gt;
TribalRecipe *-- BuildingSpots&lt;br /&gt;
TribalRecipe *-- ThreeBuildings&lt;br /&gt;
ThreeBuildings *-- Breed : Not enough members&lt;br /&gt;
Breed *-- GatherFood : Not enough food&lt;br /&gt;
ThreeBuildings *-- GatherWood: Not enough wood&lt;br /&gt;
ThreeBuildings *-- GatherStone: Not enough stone&lt;br /&gt;
ThreeBuildings *-- LearnMasonry : knowledge masonry needed&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Having the tree above, it&#039;s easy to select the actions required to complete the task. We first get some more food. After that we get the required members, search for wood and stone, and finally build the buildings.&lt;br /&gt;
&lt;br /&gt;
= Tribe Info =&lt;br /&gt;
&lt;br /&gt;
== Brain ==&lt;br /&gt;
&lt;br /&gt;
Syntax: brain(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* x brain eg. behavior to use for the tribe.&lt;br /&gt;
&lt;br /&gt;
Effect: Override the AbstractTribesman as the brain for the tribe.&lt;br /&gt;
&lt;br /&gt;
For each tribe the server create an tribe_&amp;lt;tribe_id&amp;gt; behavior that inherrit from the brain given i the brain command. If no brain entry is given the tribe behavior will use the AbstractTribesman behavior. This can be used to create tribes with special behaviors.&lt;br /&gt;
&lt;br /&gt;
== Aggressivity ==&lt;br /&gt;
&lt;br /&gt;
Syntax: aggressivity(x);&lt;br /&gt;
&lt;br /&gt;
Arguments: &lt;br /&gt;
* x in { warlike, neutral, peaceful }&lt;br /&gt;
&lt;br /&gt;
Effect: Decides the way the tribe reacts to other entities around it&#039;s members:&lt;br /&gt;
* Warlike  -- Attack anything on sight.&lt;br /&gt;
* Neutral  -- Attack only if members are attacked.&lt;br /&gt;
* Peaceful -- If tribe members are attack they flee, trying to escape.&lt;br /&gt;
&lt;br /&gt;
Mechanics: Upon parsing this function, an extra reaction is added to the tribal npctype in respect of this function&#039;s argument.&lt;br /&gt;
&lt;br /&gt;
== LoadRecipe ==&lt;br /&gt;
&lt;br /&gt;
Syntax: loadRecipe(x); loadRecipe(x,distributed);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a Recipe Name&lt;br /&gt;
&lt;br /&gt;
Effect: Loads a recipe into the recipe tree. The new recipe&#039;s priority will be the current recipe&#039;s priority + 1.&lt;br /&gt;
&lt;br /&gt;
== LoadCyclicRecipe ==&lt;br /&gt;
&lt;br /&gt;
Syntax: loadCyclicRecipe(x,t);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a Recipe Name&lt;br /&gt;
* &#039;t&#039; is an int, representing the number of ticks between recipe executions&lt;br /&gt;
&lt;br /&gt;
Effect: Loads a recipe into the recipe tree once every &#039;t&#039; ticks, with highest priority.&lt;br /&gt;
&lt;br /&gt;
== SleepPeriod ==&lt;br /&gt;
&lt;br /&gt;
Syntax: sleepPeriod(x);&lt;br /&gt;
&lt;br /&gt;
Arguments: x in { diurnal, nocturnal, nosleep }&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|diurnal&lt;br /&gt;
|22:00 - 06:00&lt;br /&gt;
|Sleep during night&lt;br /&gt;
|-&lt;br /&gt;
|nocturnal&lt;br /&gt;
|08:00 - 18:00&lt;br /&gt;
|Sleep during day&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Effect: Makes the tribe members sleep at the given period of day.&lt;br /&gt;
&lt;br /&gt;
Mechanics: Upon parsing this function, an extra reaction is added to the tribal npctype. The reaction should react to timeofday perceptions.&lt;br /&gt;
&lt;br /&gt;
= Requirements =&lt;br /&gt;
&lt;br /&gt;
== Tribesman ==&lt;br /&gt;
&lt;br /&gt;
Syntax: tribesman(x,y);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* x is a tribesman type (types are not well-defined at the moment). Keyword &#039;any&#039; is accepted too in order to define any member.&lt;br /&gt;
* y is an int defining the number of tribesmen needed&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: The tribal object checks for a number &#039;y&#039; of tribesman typed &#039;x&#039; with the current behavior equal to the tribe&#039;s idle behavior. (e.g. &amp;quot;do nothing&amp;quot; behavior) If &#039;y&#039; members are found idle, the requirement is considered met.&lt;br /&gt;
&lt;br /&gt;
== Resource ==&lt;br /&gt;
&lt;br /&gt;
Syntax: resource(x,y,r);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* x is the resource name &lt;br /&gt;
* y is the resource quantity required&lt;br /&gt;
* r is the recipe needed to get the resource if not available&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: The tribal object checks for a &#039;y&#039; quantity of &#039;x&#039; resource. If this quantity is found then the resource is considered complete. $RESOURCE_AREA, $REPRODUCTION_RESOURCE and $REPRODUCTION_COST are valid variables.&lt;br /&gt;
&lt;br /&gt;
Judging by the way natural resources are defined, any string declared in natural_resources.sql as a resource can be parsed and mined by the tribe. By default, any new mine found by the tribesmen is stored as a memory named &#039;mine&#039;. Upon it&#039;s first mining action done on the &#039;mine&#039; memory, a reward is granted to the npc. When the NPC gets home and gives that to the tribal object, the memory &#039;mine&#039; is renamed after the reward. In conclusion, having a resource named &#039;Space Shuttle&#039; is valid and works.&lt;br /&gt;
&lt;br /&gt;
Note: The resource requirement just checks if enough resources are available. Use &#039;alterResource&#039; function in your recipes in order to actually substract resource from the tribe bank.&lt;br /&gt;
&lt;br /&gt;
== Knowledge ==&lt;br /&gt;
&lt;br /&gt;
Syntax: knowledge(x);&lt;br /&gt;
&lt;br /&gt;
Arguments: &#039;x&#039; can be any string.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: As described in the [[Tribe Design]] document, knowledge are tokens that keep track on technologies developed by the tribe. It&#039;s valid to request any string as long as it would be possible for the tribe to develop the knowledge. Otherwise the requirement will never be met.&lt;br /&gt;
&lt;br /&gt;
== Item ==&lt;br /&gt;
&lt;br /&gt;
Syntax: item(x,y);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is an item/building name.&lt;br /&gt;
* &#039;y&#039; is an int defining the quantity of items needed.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: At the moment, items are &#039;magically&#039; stored inside the tribal object. This object keeps track on items and buildings with the &#039;Asset&#039; structure. &#039;x&#039; can be any string with the condition that the tribe can actually gain the requested asset. Otherwise the requirement will never be met. Upon parsing this requirement, the tribal object checks it&#039;s asset arrays for the item &#039;x&#039; of quantity &#039;y&#039;.&lt;br /&gt;
&lt;br /&gt;
== Recipe ==&lt;br /&gt;
&lt;br /&gt;
Syntax: recipe(x,y);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a recipe name.&lt;br /&gt;
* &#039;y&#039; is an int defining the quantity of recipes needed.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: Upon parsing this requirement, the parser just adds an &#039;y&#039; number of &#039;x&#039; recipes to the recipe tree.&lt;br /&gt;
&lt;br /&gt;
This requirement isn&#039;t quite practical and should be avoided.&lt;br /&gt;
&lt;br /&gt;
== Trader (Not available) ==&lt;br /&gt;
&lt;br /&gt;
Syntax: trader(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is an item name&lt;br /&gt;
&lt;br /&gt;
Effect: This requirement should check the traders array for a nearby trader giving item &#039;x&#039;.&lt;br /&gt;
&lt;br /&gt;
== Memory ==&lt;br /&gt;
&lt;br /&gt;
Syntax: memory(m,p,r);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;m&#039; is a memory name&lt;br /&gt;
* &#039;p&#039; is a probability between 0-100. Setting this to 10 make it 10% probably that the r will be run even if m is found.&lt;br /&gt;
* &#039;r&#039; is a recipe that will be run if the memory isn&#039;t found.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: Upon parsing this requirement, the parser checks the memory array for a memory called &#039;m&#039;. If it is found, requirement is considered met. If it isn&#039;t found or the probability for failure has hit it will run the recipe &#039;r&#039;.&lt;br /&gt;
&lt;br /&gt;
= Algorithm Steps =&lt;br /&gt;
&lt;br /&gt;
== AddKnowledge ==&lt;br /&gt;
&lt;br /&gt;
Syntax: addKnowledge(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; can be any string.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: Adds the &#039;x&#039; token as a piece of knowledge in the knowledge array.&lt;br /&gt;
&lt;br /&gt;
== AlterResource ==&lt;br /&gt;
&lt;br /&gt;
Syntax: alterResource(x,y);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a resource name&lt;br /&gt;
* &#039;y&#039; is an int describing quantity&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: Upon parsing this function, the parser modifies the quantity of resources available in the tribe.&lt;br /&gt;
&lt;br /&gt;
Note: The &#039;y&#039; value will be added to the current value in the tribe&#039;s bank. Use negative value to represent costs. (e.g. alterResource(gold,-20); in order to pay for a building)&lt;br /&gt;
&lt;br /&gt;
== Attack ==&lt;br /&gt;
&lt;br /&gt;
Syntax: attack();&lt;br /&gt;
&lt;br /&gt;
Arguments: None.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends to previously selected members the &#039;tribe:attack&#039; perception to attack a previously selected location. If the selected location is not an attackable entity they will simply move there and attack whatever is near.&lt;br /&gt;
&lt;br /&gt;
== Gather == &lt;br /&gt;
&lt;br /&gt;
Syntax: gather();&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends previously selected members to a previously selected field and fires their &#039;tribe:gather&#039; behavior.&lt;br /&gt;
&lt;br /&gt;
== GoWork ==&lt;br /&gt;
&lt;br /&gt;
Syntax: goWork(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is an int defining the number of seconds the npcs should work for.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: The &#039;goWork&#039; function sends previously selected npcs to a previously selected location, set the npc buffer [Work_Duration] to &#039;x&#039; and send &#039;tribe:work&#039; behavior.&lt;br /&gt;
&lt;br /&gt;
== Guard (Not available) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
  guard() function not implemented yet, use percept(selection, tribe:guard) instead.&lt;br /&gt;
&lt;br /&gt;
Syntax: guard();&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends previously selected members to guard the selected location. Members will just patrol the area and attack whatever poses a threat.&lt;br /&gt;
&lt;br /&gt;
== LocateMemory ==&lt;br /&gt;
&lt;br /&gt;
Syntax: locateMemory(x,r);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a memory name.&lt;br /&gt;
* &#039;r&#039; is a recipe to load if the memory &#039;x&#039; isn&#039;t found.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It looks in the tribe&#039;s memory array for the memory called &#039;x&#039; and loads it into the previous selected npc&#039;s buffers. It is vital to use it before basic functions like mine,gather,guard,attack that use the npc buffers to execute.&lt;br /&gt;
&lt;br /&gt;
== LocateResource ==&lt;br /&gt;
&lt;br /&gt;
Syntax: locateResource(x,r);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a resource name.&lt;br /&gt;
* &#039;r&#039; the recipe to load if no resource &#039;x&#039; is found&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: This function works like the above-mentioned &#039;locateMemory&#039; function. The sole difference is that this function tries to locate resource &#039;x&#039;, and it case it fails it tries to locate memories &#039;mine&#039; or &#039;field&#039;. (which are the standard names of unprospected/undiscovered resource zones). In case nor &#039;mine&#039; or &#039;field&#039; are found, it sends the previous selected npcs to explore for them.&lt;br /&gt;
&lt;br /&gt;
== LocateBuildingSpot ==&lt;br /&gt;
&lt;br /&gt;
Syntax: locateBuildingSpot(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is a building name.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: This functions locates a building spot previously reserved via &#039;reserveBuildingSpot&#039; function. It searches for building spots in the asset array and set the selected assess in the npc building spot asset. The NPC can use the [[Behavior_Operations#Build Operation|Build Operation]] to build a building at the selected spot.  NBUFFER[Building] is set to x, and NBUFFER[Work_Duration] is set to the building time of the building.&lt;br /&gt;
&lt;br /&gt;
Example Tribe Script:&lt;br /&gt;
&lt;br /&gt;
  select(Worker,1);locateBuildingSpot(Campfire);percept(selection,tribe:build)&lt;br /&gt;
&lt;br /&gt;
Example NPC Script:&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;behavior name=&amp;quot;DoBuild&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;locate obj=&amp;quot;building_spot&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;navigate /&amp;gt;&lt;br /&gt;
      &amp;lt;wait duration=&amp;quot;$NBUFFER[Work_Duration]&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;build /&amp;gt;&lt;br /&gt;
      &amp;lt;talk text=&amp;quot;Nice work building this $NBUFFER[Building]&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;/behavior&amp;gt;&lt;br /&gt;
  &amp;lt;react event=&amp;quot;tribe:build&amp;quot; behavior=&amp;quot;DoBuild&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mate ==&lt;br /&gt;
&lt;br /&gt;
Syntax: mate();&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends previously selected members to their home and fires their &#039;tribe:breed&#039; behavior.&lt;br /&gt;
&lt;br /&gt;
Note: By default, the &#039;mate&#039; functions requires no resources and has no checks. Use it in a recipe that checks that enough resources for breeding are available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
  select(any,1);&lt;br /&gt;
  setBuffer(selection,Reproduce_Type,$member_type);&lt;br /&gt;
  mate();&lt;br /&gt;
  alterResource($REPRODUCTION_RESOURCE, -$REPRODUCTION_COST);&lt;br /&gt;
&lt;br /&gt;
== Mine ==&lt;br /&gt;
&lt;br /&gt;
Syntax: mine();&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends previously selected members to a previously selected mine and fires their &#039;tribe:mine&#039; behavior.&lt;br /&gt;
&lt;br /&gt;
== Percept ==&lt;br /&gt;
&lt;br /&gt;
Syntax: percept(t,p);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;t&#039; is either selection or tribe&lt;br /&gt;
* &#039;p&#039; is the perception to send&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: It sends a perception to previously selected members or to the tribe.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
  percept(selection,tribe:gather)&lt;br /&gt;
  percept(tribe,tribe:flee)&lt;br /&gt;
&lt;br /&gt;
== ReserveSpot ==&lt;br /&gt;
&lt;br /&gt;
Syntax: reserveSpot(x,y,z,bname);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039;, &#039;y&#039; and &#039;z&#039; are coordinates in the same sector as the tribe&lt;br /&gt;
* &#039;bname&#039; is the building name we want to reserve the spot for&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: This function is used so the scripter (you) can arrange the future village of the tribe. When creating a tribe, a recipe containing building spots should be wrote in order to pinpoint where building should be constructed in the future.&lt;br /&gt;
&lt;br /&gt;
== Select ==&lt;br /&gt;
&lt;br /&gt;
Syntax: select(x,y);&lt;br /&gt;
&lt;br /&gt;
Arguments: &lt;br /&gt;
* &#039;x&#039; is a tribe member type. Types can be crated using the [[Behavior_Operations#Reproduce_Operation|Reproduce Operation]]&lt;br /&gt;
* &#039;y&#039; is an int defining the number of members to be selected.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: The &#039;select&#039; function is probably the most important algorithm step. It selects the members passed as arguments and keeps them in a temporary npc array so they can accept orders from the next algorithm steps. It actually works like selecting units and commanding them in a strategy game. After a &#039;select&#039; function, all next algorithm steps apply to selected members only, until another &#039;select&#039; command is issued or the recipe is completed.&lt;br /&gt;
&lt;br /&gt;
  Example:&lt;br /&gt;
     // Will send 3 miners to mine for gold.&lt;br /&gt;
     select(miner,3);&lt;br /&gt;
     locateResource(gold,Explore);&lt;br /&gt;
     mine();&lt;br /&gt;
&lt;br /&gt;
== SetBuffer ==&lt;br /&gt;
&lt;br /&gt;
Syntax: setBuffer(target,name,value);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;target&#039; is either selection or tribe.&lt;br /&gt;
* &#039;name&#039; is the name of the buffer to set.&lt;br /&gt;
* &#039;value&#039; is the new value to set for Buffer.&lt;br /&gt;
&lt;br /&gt;
For selection this resolve to NBUFFER[name] in recipes and $NBUFFER[name] in behaviors.&lt;br /&gt;
For tribes this resolve to TBUFFER[name] in recipes and $TBUFFER[name] in behaviors.&lt;br /&gt;
&lt;br /&gt;
This set the buffers used by [[NPC Variables]] to replace buffers.&lt;br /&gt;
&lt;br /&gt;
Example: &lt;br /&gt;
&lt;br /&gt;
In an algorithm:&lt;br /&gt;
 select(Worker,2);&lt;br /&gt;
 setBuffer(selection,Work_Time,10);&lt;br /&gt;
 percept(tribe:work);&lt;br /&gt;
 &lt;br /&gt;
In a NPC behavior:&lt;br /&gt;
 &amp;lt;wait duration=&amp;quot;$NBUFFER[Work_Time]&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wait ==&lt;br /&gt;
&lt;br /&gt;
Syntax: wait(x);&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* &#039;x&#039; is an float defining number seconds to halt recipe for.&lt;br /&gt;
&lt;br /&gt;
Effect &amp;amp; Mechanics: This function sets the wait time for a recipe. By default, no recipes with a wait time bigger than 0 are reparsed. As a consequence, applying wait time to a recipe will make the parser halt the current recipe at the current algorithm step and parse other recipes that wait in line. The function will also fire the &#039;tribe:wait&#039; reaction.&lt;br /&gt;
&lt;br /&gt;
[[Category:Server Design]] [[Category:NPCClient Design]] [[Category:NPCClient Scripting]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Behavior_Operations&amp;diff=21006</id>
		<title>Behavior Operations</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Behavior_Operations&amp;diff=21006"/>
		<updated>2016-03-03T16:31:23Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A “Behavior” in NPCClient is a script defined in the database (see [[NPC_Behavior_Data_Structures#npcbehave.xml|npcbehave.xml]]) to run to make the npc behave a certain way. It is almost like&lt;br /&gt;
a state, for AI designers used to state machine npcs. Example behaviors might include “guard&lt;br /&gt;
patrol”, “wander in forest”, “fight attackers”, “smith an item”. Before we talk about how&lt;br /&gt;
everything fits together we will go over what is possible in npcclient with these detailed behavior&lt;br /&gt;
scripts. The following is a list and reference description of each behavior script operation or&lt;br /&gt;
command you can use. They are put together in sequences called beaviors as will be described later in [[Behaviors_and_Reactions]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Assess Operation ==&lt;br /&gt;
(Net load: 1, CPU Load 1)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|physical&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The prefix for the physical perception.&lt;br /&gt;
|-&lt;br /&gt;
|magical&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The prefix for the magical perception.&lt;br /&gt;
|-&lt;br /&gt;
|overall&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The perfix for the overall perception.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each of the physical, magical, or overall will be assessed as; &amp;quot;extremely weaker&amp;quot;, &amp;quot;much weaker&amp;quot;, &amp;quot;weaker&amp;quot;, &amp;quot;equal&amp;quot;, &amp;quot;stronger&amp;quot;, &amp;quot;much stronger&amp;quot; or &amp;quot;extremely stronger&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;assess overall=&amp;quot;$target overall&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Typical reaction to catch the response to this would be as shown in the example below. $target is used here to make sure the correct assessment is matched to the same target. A npc will&lt;br /&gt;
not react if the target has changed before the response is received.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;react event=&amp;quot;assess equal&amp;quot; type=&amp;quot;$target overall&amp;quot; .../&amp;gt;&lt;br /&gt;
      &amp;lt;react event=&amp;quot;assess weaker&amp;quot; type=&amp;quot;$target overall&amp;quot; .../&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Auto Memorize Operation ==&lt;br /&gt;
(Net load: 1, CPU Load 1)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|types&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|Comma separated list of types. &amp;quot;all&amp;quot;, can be used to memorize everything to all.&lt;br /&gt;
|-&lt;br /&gt;
|enable&lt;br /&gt;
|bool&lt;br /&gt;
|true&lt;br /&gt;
|Enables or disables the types.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Auto memorize is a way to turn on and off memorizing of perception. This will be memorize without actually needing to react to thees. Related to the [[Behavior_Operations#Share_Memories_Operation|Share Memories Operation]].&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;auto_memorize types=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;auto_memorize types=&amp;quot;Hunting Ground,Marked&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;auto_memorize types=&amp;quot;Marked&amp;quot; enable=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
You can use a reaction without a behavior lists to enable the NPC to receive perceptions to be memorized if enabled.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;react type=&amp;quot;location sensed&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Build Operation ==&lt;br /&gt;
(Net load: 1, CPU Load 1)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|pickupable&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|If false the building deployed will not be pickupable by the players&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Build a building as specified bye the NPC&#039;s current held building spot as set by the [[Tribe Scripting]] [[Tribe_Scripting#LocateBuildingSpot|locateBuildingSpot]] function. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;build /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Busy Operation ==&lt;br /&gt;
(Net load: 1, CPU Load 1)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mark a NPC as busy. This will cancle the [[Behavior_Operations#Idle_Operation|Idle Operation]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;busy /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cast Operation ==&lt;br /&gt;
(Net load: 1, CPU Load 1)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|spell&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The name of the spell to cast.&lt;br /&gt;
|-&lt;br /&gt;
|k&lt;br /&gt;
|float&lt;br /&gt;
|1.0&lt;br /&gt;
|The kFactor to use when casting the spell.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Cast a spell on the current selected target.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;cast spell=&amp;quot;Flame Strike&amp;quot; k=&amp;quot;3.0&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Change Brain Operation ==&lt;br /&gt;
(Net load: 1, CPU Load 1)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|brain&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The name of the brain to load.&lt;br /&gt;
|-&lt;br /&gt;
|brain&lt;br /&gt;
|reload&lt;br /&gt;
|&lt;br /&gt;
|Reload the standard NPC brain stored in the sc_npc_definition table.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Change the brain of the current selected target.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;change_brain brain=&amp;quot;Charmed&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Chase Operation ==&lt;br /&gt;
(Net load: 3, CPU Load 3)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The animation to use for the chase.&lt;br /&gt;
|-&lt;br /&gt;
|adaptiv_vel_script&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|A [[NPCClient math script]] used to adjust the adaptivVelocityScale. Additional variables defined for this script is &amp;quot;Distance&amp;quot; to the target of the chase and &amp;quot;AdaptivVelScale&amp;quot; that is the value used to adjust velocity. 1.1 will increase the velocity by 10%.&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|nearest_actor, nearest_npc, nearest_player, owner, target&lt;br /&gt;
|&lt;br /&gt;
|nearest_* is the nearest entity of that type. target is current target.&lt;br /&gt;
|-&lt;br /&gt;
|range&lt;br /&gt;
|float&lt;br /&gt;
|2.0&lt;br /&gt;
|The range to search for target of the chase.&lt;br /&gt;
|-&lt;br /&gt;
|chase_range&lt;br /&gt;
|float&lt;br /&gt;
| -1&lt;br /&gt;
|The range at where the chase should give up and issue a &amp;quot;&amp;lt;target&amp;gt; out of chase&amp;quot; perception. -1 is default to disable the max range check.&lt;br /&gt;
|-&lt;br /&gt;
|offset&lt;br /&gt;
|float&lt;br /&gt;
|0.5&lt;br /&gt;
|The distance to stop before the target of the chase. [[NPC Variables]] will be replaced. Expressions will be resolved. See [[Behavior_Offset|Offset]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|offset_angle&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|Size of the arc used to distribute the chase when approaching the target. The angle is in degrees.&lt;br /&gt;
|-&lt;br /&gt;
|offset_relative_heading&lt;br /&gt;
|bool&lt;br /&gt;
|false&lt;br /&gt;
|Make the offset relative to the target heading. [[NPC Variables]] will be replaced. See [[Behavior_Offset|Offset]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|vel&lt;br /&gt;
|float,$WALK,$RUN&lt;br /&gt;
|Default is to use the velocity from the behavior.&lt;br /&gt;
|The velocity to use when chasing.&lt;br /&gt;
|-&lt;br /&gt;
|ang_vel&lt;br /&gt;
|float&lt;br /&gt;
|&lt;br /&gt;
|0 is to use the default from the behavior.&lt;br /&gt;
|-&lt;br /&gt;
|collision&lt;br /&gt;
|string&lt;br /&gt;
|collision&lt;br /&gt;
|The name of the perception to be used when a collision perception is to be fired.&lt;br /&gt;
|-&lt;br /&gt;
|out_of_bounds&lt;br /&gt;
|string&lt;br /&gt;
|out of bounds&lt;br /&gt;
|The name of the perception to be used when a out of bounds perception is to be fired.&lt;br /&gt;
|-&lt;br /&gt;
|in_bounds&lt;br /&gt;
|string&lt;br /&gt;
|in bounds&lt;br /&gt;
|The name of the perception to be used when a in bound perception is to be fired.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Chasing a player is one example where both turning and moving at the same time are required to&lt;br /&gt;
give a realistic effect to the behavior. We have &amp;lt;move&amp;gt; and &amp;lt;rotate&amp;gt; but this one does them&lt;br /&gt;
together and intelligently to follow a targeted player or entity. Normally, this will be used to get&lt;br /&gt;
npc’s to chase after players if players run away during a fight.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;chase type=&amp;quot;target&amp;quot; anim=&amp;quot;walk&amp;quot; range=”2” /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this example, the npc will play the animation called “walk” while moving and turning as&lt;br /&gt;
appropriate to reduce his range to his most hated enemy. Of course, he is limited by his speed and&lt;br /&gt;
if the player can run faster than he can chase, he will never catch the player. An &amp;quot;&amp;lt;target&amp;gt; out of chase&amp;quot; perception&lt;br /&gt;
will be fired in this case.&lt;br /&gt;
&lt;br /&gt;
The “type” attribute of the operation can be either “enemy” as shown here, “owner” to follow the&lt;br /&gt;
NPC’s owner around, or “nearest” to chase after the nearest player at the time the operation was&lt;br /&gt;
initiated. This operation will continue until interrupted by another behavior or until the distance to&lt;br /&gt;
the target from the npc is less than the range specified. (2 is the default if no range is specified.)&lt;br /&gt;
This operation sends DR messages whenever it turns or changes course, plus the DR messages to&lt;br /&gt;
start the forward motion and animation, and to stop them. The CPU load is somewhat heavy&lt;br /&gt;
because CD must be performed as the npc is chasing, since his path is not predetermined.&lt;br /&gt;
&lt;br /&gt;
== Circle Operation ==&lt;br /&gt;
(Net load: 3, CPU Load: 2)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The animation to use for the operation.&lt;br /&gt;
|-&lt;br /&gt;
|radius&lt;br /&gt;
|float&lt;br /&gt;
|Mandatory, no default value&lt;br /&gt;
|Radius to move NPC around with.&lt;br /&gt;
|-&lt;br /&gt;
|angle&lt;br /&gt;
|float&lt;br /&gt;
|2PI&lt;br /&gt;
|The angle to move. Calculated if 0 and duration not 0.&lt;br /&gt;
|-&lt;br /&gt;
|duration&lt;br /&gt;
|float&lt;br /&gt;
|0&lt;br /&gt;
|The duration to move in circle. Calculated if 0. &lt;br /&gt;
|-&lt;br /&gt;
|ang_vel&lt;br /&gt;
|float&lt;br /&gt;
|&lt;br /&gt;
|The angular velocity to use when moving in the circle. Calculated if 0.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Moving the NPC around in a circle. The following example will move the npc around using the velocity defined in the behavior in one complete circle in 10 sec.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;circle anim=&amp;quot;walk&amp;quot; radius=”2” duration=&amp;quot;10&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Control Operation ==&lt;br /&gt;
(Net load: 3, CPU Load: 2)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Take control of an player an move with the player.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;control /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Copy_Locate Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 1)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|source&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory, no default value&lt;br /&gt;
|The source locate to copy from.&lt;br /&gt;
|-&lt;br /&gt;
|destination&lt;br /&gt;
|float&lt;br /&gt;
|Mandatory, no default value&lt;br /&gt;
|The destination locate to copy to.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Copy one locate from source to destination. Built in function like Wander and Navigate use the Active locate.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;locate obj=&amp;quot;some thing&amp;quot; destination=&amp;quot;SpecialPlace&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;copy_locate source=&amp;quot;SpecialPlace&amp;quot; destination=&amp;quot;Active&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Debug Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|level&lt;br /&gt;
|int&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The level of debug to turn on for current NPC.&lt;br /&gt;
|-&lt;br /&gt;
|exclusive&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|Will set on exclusive logging for this NPC.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Turn on and of debug printouts on the server console. Used for debuging of script operations. Level 1-4 Only the biggest events, 5-9 Medium number of events, 10-15 and more is maximum output.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;debug level=”2” /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dequip Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|slot&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The slot to dequip an move back into inventory.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dequip an item held by the NPC in the given slot.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;dequip slot=&amp;quot;righthand&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drop Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|slot&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The slot from which the item is to be dropped.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This operation allows an NPC to drop an item he has in inventory on the ground.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;drop slot=&amp;quot;lefthand&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Eat Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|resource&lt;br /&gt;
|string,tribe:wealth&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The resource to reward the tribe when eating.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Simple simulation that the tribe would gain things like flesh from eating at a dead entity withing a range of 1.0. The tribe wealth resource would be read from the wealt_resource_name field in the [[NPC_Behavior_Data_Structures#tribes#tribes|tribes]] table.&lt;br /&gt;
 &lt;br /&gt;
  Ex: &amp;lt;eat resource=&amp;quot;tribe:wealth&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;eat resource=&amp;quot;Flesh&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Emote Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|cmd&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The emote cmd to be used as defined in the emote.xml file. Including leading /.&lt;br /&gt;
|}&lt;br /&gt;
This operation allows an NPC to do an emotion.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;emote cmd=&amp;quot;/greet&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Equip Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|item&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The name of the item to equip&lt;br /&gt;
|-&lt;br /&gt;
|slot&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The sloot to dquip the item in&lt;br /&gt;
|-&lt;br /&gt;
|count&lt;br /&gt;
|int&lt;br /&gt;
|1&lt;br /&gt;
|The number of items to equip. Will be forced to at least 1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Equip one item from inventory into the given slot.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;equip item=&amp;quot;Sword&amp;quot; slot=&amp;quot;righthand&amp;quot; count=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hate List Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|delta&lt;br /&gt;
|float&lt;br /&gt;
|&lt;br /&gt;
|Add delta to hate list.&lt;br /&gt;
|-&lt;br /&gt;
|absolute&lt;br /&gt;
|float&lt;br /&gt;
|&lt;br /&gt;
|Set the hate value.&lt;br /&gt;
|-&lt;br /&gt;
|max&lt;br /&gt;
|float&lt;br /&gt;
|&lt;br /&gt;
|Hate should have a max value&lt;br /&gt;
|-&lt;br /&gt;
|min&lt;br /&gt;
|float&lt;br /&gt;
|&lt;br /&gt;
|Hate should have a min value&lt;br /&gt;
|-&lt;br /&gt;
|perception&lt;br /&gt;
|bool&lt;br /&gt;
|false&lt;br /&gt;
|Use perception instead of target to find target. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adjust the hate list for an npc. The current target or perception target is the target entry for the adjustment.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;hate_list delta=&amp;quot;0.5&amp;quot; max=&amp;quot;10.0&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;locate obj=&amp;quot;perception&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;hate_list absolute=&amp;quot;5.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
      Is equvivalent with:&lt;br /&gt;
  &lt;br /&gt;
      &amp;lt;hate_list perception=&amp;quot;yes&amp;quot; absolute=&amp;quot;5.0&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Idle Operation ==&lt;br /&gt;
(Net load: 1, CPU Load 1)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mark a NPC as idle. This operation cancle the [[Behavior_Operations#Busy_Operation|Busy operation]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;idle /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Invisible Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|}&lt;br /&gt;
No parameters.&lt;br /&gt;
&lt;br /&gt;
This operation makes the NPC invisible through the toggle visibility command. See [[Behavior_Operations#Visible_Operation|Visible Operation]].&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;invisible /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Locate Operation ==&lt;br /&gt;
(Net load: 0, CPU Load 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|obj&lt;br /&gt;
|See table below.&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The object to locate. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|failure&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|A perception to fire if fails to locate the given obj.&lt;br /&gt;
|-&lt;br /&gt;
|static&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|For location the search could be made static. Se description for more details.&lt;br /&gt;
|-&lt;br /&gt;
|range&lt;br /&gt;
|float&lt;br /&gt;
| -1&lt;br /&gt;
|The maximum range to locate within. -1 represents infinite.&lt;br /&gt;
|-&lt;br /&gt;
|random&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|If true a random return within the radius will be made. Otherwise the nearest entry will be returned.&lt;br /&gt;
|-&lt;br /&gt;
|outside_region&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Set this to true if the locate operation should consider entities outside region as well if a region is defined. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|invisible&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Set this to true if the locate operation should consider invisible objects&lt;br /&gt;
|-&lt;br /&gt;
|invincible&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Set this to true if the locate operation should consider invincible objects.&lt;br /&gt;
|-&lt;br /&gt;
|destination&lt;br /&gt;
|string&lt;br /&gt;
|Active&lt;br /&gt;
|Set the destination [[NPC locate location]]. [[NPC Variables]] will be replaced.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Obj can be one of the following:&lt;br /&gt;
{|&lt;br /&gt;
!obj&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;string&amp;gt;&lt;br /&gt;
|Locate a location. This is the default if none of the following obj types is matched.&lt;br /&gt;
|-&lt;br /&gt;
|actor&lt;br /&gt;
|Located nearest actor&lt;br /&gt;
|-&lt;br /&gt;
|building_spot&lt;br /&gt;
|Locate a building spot from the npc&#039;s building spot.&lt;br /&gt;
|-&lt;br /&gt;
|dead&lt;br /&gt;
|Nearest dead actor&lt;br /&gt;
|-&lt;br /&gt;
|entity:name:&amp;lt;name&amp;gt;&lt;br /&gt;
|Entity with given name&lt;br /&gt;
|-&lt;br /&gt;
|entity:pid:&amp;lt;pid&amp;gt;&lt;br /&gt;
|Entity with given pid&lt;br /&gt;
|-&lt;br /&gt;
|friend&lt;br /&gt;
|Nearest visible friend (NPC)&lt;br /&gt;
|-&lt;br /&gt;
|local_region&lt;br /&gt;
|Locate region in current sector.&lt;br /&gt;
|-&lt;br /&gt;
|ownbuffer&lt;br /&gt;
|Locate the own buffer.&lt;br /&gt;
|-&lt;br /&gt;
|owner&lt;br /&gt;
|Locate the owner, if this NPC is owned (Pets and stuff)&lt;br /&gt;
|-&lt;br /&gt;
|perception&lt;br /&gt;
|The location of the last received perception.&lt;br /&gt;
|-&lt;br /&gt;
|player&lt;br /&gt;
|Nearest player&lt;br /&gt;
|-&lt;br /&gt;
|point&lt;br /&gt;
|Random point&lt;br /&gt;
|-&lt;br /&gt;
|region&lt;br /&gt;
|Locate a random point within the region of the NPC.&lt;br /&gt;
|-&lt;br /&gt;
|self&lt;br /&gt;
|Locate your self&lt;br /&gt;
|-&lt;br /&gt;
|spawn&lt;br /&gt;
|Spawn location of the npc.&lt;br /&gt;
|-&lt;br /&gt;
|target&lt;br /&gt;
|Locate a target. The target will be the most hated from the NPC [[hate list]].&lt;br /&gt;
|-&lt;br /&gt;
|tribe:home&lt;br /&gt;
|Locate the npcs [[Tribes|tribe]] home place.&lt;br /&gt;
|-&lt;br /&gt;
|tribe:memory:string&lt;br /&gt;
|Locate something from the [[Tribes]] memory. See the [[Behavior_Operations#ShareMemories_Operation|ShareMemories]] and [[Behavior_Operations#Memorize_Operation|Memorize]] operation.&lt;br /&gt;
|-&lt;br /&gt;
|tribe:resource&lt;br /&gt;
|Locate a resource location from the memory of the [[Tribes|tribe]].&lt;br /&gt;
|-&lt;br /&gt;
|tribe:target&lt;br /&gt;
|Locate the most hated target for this tribe. The target will be the most hated from all the NPCs [[hate list]] in the tribe.&lt;br /&gt;
|-&lt;br /&gt;
|waypoint&lt;br /&gt;
|Will locate a waypoint.&lt;br /&gt;
|-&lt;br /&gt;
|waypoint:group:string&lt;br /&gt;
|Locate a waypoint from a given group&lt;br /&gt;
|-&lt;br /&gt;
|waypoint:name:string&lt;br /&gt;
|Locate a waypoint by name.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This operation is one of the more flexible and crucial operations in npc scripting. It allows the&lt;br /&gt;
scripter to have his npc “find” a certain thing or type of thing, and remember that location for other&lt;br /&gt;
scripting commands later such as turning, moving or attacking. The operation will store the position&lt;br /&gt;
found in the NPCs as active postion and calcualte the neares waypoint and store that in the active_waypoint.&lt;br /&gt;
For location it is possible to make the first search a static search. So that the first time the npc&lt;br /&gt;
do this operation it could search for a &amp;quot;Baker&amp;quot; location. The next time the operation is used it will&lt;br /&gt;
use the results of the first time even if there might be Bakers closer at that time.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;locate obj=&amp;quot;perception&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;locate obj=&amp;quot;target&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;locate obj=&amp;quot;furnace&amp;quot; range=&amp;quot;50&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;locate obj=&amp;quot;waypoint&amp;quot; failure=&amp;quot;no waypoint found&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example 1 finds the last perception received by the current npc and sets the active target location to&lt;br /&gt;
the location of that perception. This allows npcs who receive “Talk” perceptions to turn to face the&lt;br /&gt;
person talking to them. It allows npcs who have a spell cast on them to turn to face the caster, and&lt;br /&gt;
so on.&lt;br /&gt;
&lt;br /&gt;
Example 2 finds the location of the currently active “enemy” of the NPC, which is the entity with&lt;br /&gt;
the highest score on the NPC’s [[hate list]], and sets that location as the active target location for other&lt;br /&gt;
operations. This allows NPCs to turn to face the person they are attacking, chase attackers who are&lt;br /&gt;
retreating, etc.&lt;br /&gt;
&lt;br /&gt;
Example 3 uses predefined lists of named location types to find the closest one to the npc and sets&lt;br /&gt;
the active target location to the coordinates specified there. This is the most subtle of the 3, and in&lt;br /&gt;
some ways the most powerful so it deserves more discussion. Consider the following pictures:&lt;br /&gt;
&lt;br /&gt;
http://www.planeshift.it/download/docs/npc_pic1.png&lt;br /&gt;
&lt;br /&gt;
Here we have two blacksmith shops with similar items but different layouts. They might be side by&lt;br /&gt;
side or they might be in entirely different cities. LocTypes specify a list of Anvil locations, or a list&lt;br /&gt;
of Furnace locations, as marked by the stars on these pictures. When Example 3 says to locate the&lt;br /&gt;
nearest furnace, an NPC in smithy #1 will find his furnace while the NPC in smithy #2 will find his&lt;br /&gt;
own furnace. They will be able to share one script for moving between these points and acting like&lt;br /&gt;
a real blacksmith in their own location, even though they are in totally different smithy shops.&lt;br /&gt;
&lt;br /&gt;
This will become even more important when we implement player housing and player shops. It&lt;br /&gt;
will be possible with the scripts we have already today for a player to build the blacksmith shop of&lt;br /&gt;
his own design and for him to hire an npc smith to come work in that shop. The Smith NPC he&lt;br /&gt;
hired will be able to “know” how to get around the player’s shop magically.&lt;br /&gt;
&lt;br /&gt;
Something intended to be supported here but not actually implemented yet was the ability to locate&lt;br /&gt;
named objects or entities as well, so an NPC could locate a sword someone dropped on the ground&lt;br /&gt;
and things like this. Better integration with the entity system and perhaps integration with data&lt;br /&gt;
from the maps themselves rather than externally generated lists of points could make this even more&lt;br /&gt;
powerful.&lt;br /&gt;
&lt;br /&gt;
== Loop Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|iterations&lt;br /&gt;
|int&lt;br /&gt;
|0&lt;br /&gt;
|Number of iterations to do in this loop. No iterations attribute or a value of -1 is loop forever.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This operation allows you to loop a section of your script a certain number of times. This is mostly&lt;br /&gt;
useful for city npcs such as smiths and tavern barkeeps. Behaviors in general will loop if not&lt;br /&gt;
replaced by another behavior, but if you want subloops within the script, this is an easy way to do it.&lt;br /&gt;
&lt;br /&gt;
Ex:&lt;br /&gt;
  &amp;lt;loop iterations=&amp;quot;20&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;locate obj=&amp;quot;fire&amp;quot; range=&amp;quot;10&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;navigate anim=&amp;quot;walk&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;wait anim=&amp;quot;stand&amp;quot; duration=&amp;quot;30&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;locate obj=&amp;quot;anvil&amp;quot; range=&amp;quot;10&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;navigate anim=&amp;quot;walk&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;wait anim=&amp;quot;hammer&amp;quot; duration=&amp;quot;20&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;/loop&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this example, the blacksmith is scripted to walk back and forth between his fire and his anvil 20&lt;br /&gt;
times before moving on to the next operation in his script to act like a blacksmith.&lt;br /&gt;
&lt;br /&gt;
This operation does not affect the network at all and does not have CPU overhead.&lt;br /&gt;
&lt;br /&gt;
== Melee Operation ==&lt;br /&gt;
(Net load: 1, CPU Load: 2)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|seek_range&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|The range to search for new targets in melee&lt;br /&gt;
|-&lt;br /&gt;
|melee_range&lt;br /&gt;
|float[0.5-3.0] &lt;br /&gt;
|3.0&lt;br /&gt;
|The range where melee can be done. Max 3.0 to prevent npc/server conflicts.&lt;br /&gt;
|-&lt;br /&gt;
|attack_type&lt;br /&gt;
|string&lt;br /&gt;
|default&lt;br /&gt;
|The name of a special attack defined in the &#039;attacks&#039; table. If this attribute is not set an ordinary attack will be queued. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|stance&lt;br /&gt;
|string&lt;br /&gt;
|normal&lt;br /&gt;
|The stance to use when attacking. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|tribe&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|When set to true the tribe [[hate list]] will be used to select target. If true and NPC not member of a tribe the NPC [[hate list]] will be used as a fall back. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|outside_region&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Set to true to fight even outside region if a region is defined. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|invisible&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Will melee operation fight invisible entities&lt;br /&gt;
|-&lt;br /&gt;
|invincible&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Will melee operation fight invincible entities.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;melee&amp;gt; operation handles starting and ending fights for the NPC. It finds the most hated&lt;br /&gt;
enemy in range and tells the server to attack him. If there is no enemy in range, it finds the nearest&lt;br /&gt;
enemy that it does hate and prepares to chase him.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;melee seek_range=&amp;quot;10&amp;quot; melee_range=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The “melee_range” attribute specifies how far away the enemies can be while still fighting without&lt;br /&gt;
the npc needing to move. 3 meters is the maximum of how far away a player can be to hit the npc&lt;br /&gt;
also, so in most cases this is a good value. The “seek_range” specifies how far around himself the&lt;br /&gt;
npc should look for other enemies if none are found within the melee_range. If there are no&lt;br /&gt;
enemies within the seek_range, the npc starts to calm down and his current behavior (making his&lt;br /&gt;
‘melee’ operation active) is lowered in priority. If an enemy is found within the seek_range, the&lt;br /&gt;
NPC’s active enemy is set to this found person so the &amp;lt;chase type=”enemy”&amp;gt; operation can run&lt;br /&gt;
after him.&lt;br /&gt;
&lt;br /&gt;
This operation’s only network load is informing the server of its melee target and attack mode, and&lt;br /&gt;
switching these occasionally as people die, etc. The CPU load is in periodically (2x per second)&lt;br /&gt;
checking the [[hate list]] for the NPC to make sure the most hated person is being fought. If no one on&lt;br /&gt;
the [[hate list]] is within the melee range, a more expensive operation is done to find any hated people&lt;br /&gt;
within the seek_range, but this operation isn’t performed very often.&lt;br /&gt;
&lt;br /&gt;
See the NPC [[hate list]] for further details about the [[hate list]].&lt;br /&gt;
&lt;br /&gt;
== Memorize Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
Tribe operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|}&lt;br /&gt;
No Parameters.&lt;br /&gt;
&lt;br /&gt;
This is an operation that only will have effect for tribe members. The NPC will memorize the current perception as a private memory.&lt;br /&gt;
See the [[Behavior_Operations#Share_Memories_Operation|Share Memories Operation]] for how to make the memories known to other members of the tribe.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;memorize /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Move Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 5) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The animation to use when moving.&lt;br /&gt;
|-&lt;br /&gt;
|duration&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|The duration this move should have. The default is probably no good. &lt;br /&gt;
|-&lt;br /&gt;
|vel&lt;br /&gt;
|float,$WALK,$RUN&lt;br /&gt;
|Default is to use the velocity from the behavior.&lt;br /&gt;
|The velocity to use when moving.&lt;br /&gt;
|-&lt;br /&gt;
|ang_vel&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|By defining a ang_vel the movement will be much like the [[Behavior_Operations#Circle_Operation|Circle Operation]].&lt;br /&gt;
|-&lt;br /&gt;
|collision&lt;br /&gt;
|string&lt;br /&gt;
|collision&lt;br /&gt;
|The name of the perception to be used when a collision perception is to be fired.&lt;br /&gt;
|-&lt;br /&gt;
|out_of_bounds&lt;br /&gt;
|string&lt;br /&gt;
|out of bounds&lt;br /&gt;
|The name of the perception to be used when a out of bounds perception is to be fired.&lt;br /&gt;
|-&lt;br /&gt;
|in_bounds&lt;br /&gt;
|string&lt;br /&gt;
|in bounds&lt;br /&gt;
|The name of the perception to be used when a in bound perception is to be fired.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The most basic behavior operation in npcclient is &amp;lt;move&amp;gt;. It simply tells the npc to move forward&lt;br /&gt;
at a certain speed in the direction he is currently pointing, and to play a named animation while&lt;br /&gt;
doing so.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;move vel=&amp;quot;1&amp;quot; anim=&amp;quot;walk&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;move anim=&amp;quot;walk&amp;quot; vel=&amp;quot;$WALK&amp;quot; out_of_bounds=&amp;quot;move_outside_region&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This operation has no preset end or duration, so it will go until the behavior is preempted by another&lt;br /&gt;
higher priority behavior such as the one to turn, triggered by a collision perception. (See the next&lt;br /&gt;
section for a more detailed explanation of how behaviors pre-empt each other and change&lt;br /&gt;
priorities.)&lt;br /&gt;
&lt;br /&gt;
This operation has low networking overhead since all it does is trigger a single Dead Reckoning&lt;br /&gt;
(DR) update to start the forward motion. It does have CPU overhead during the entire duration of it&lt;br /&gt;
running though, since there is no way for npcclient to know what it might hit along this path. Every&lt;br /&gt;
500msec this operation wakes up and checks its latest movement for collisions, generating a&lt;br /&gt;
perception called “collision” for the behavior script to react to. Also at each 500msec checkpoint,&lt;br /&gt;
it checks the owner NPC’s region setting (such as “sunny meadow” in the example above), and if&lt;br /&gt;
there is a region specifed, the operation checks its current position to make sure the NPC is still “in&lt;br /&gt;
bounds”. If the NPC has made it outside the region in the last half second, it fires a perception&lt;br /&gt;
called “out of bounds”. It will not fire another “out of bounds” perception until an “in bounds”&lt;br /&gt;
perception has been detected.&lt;br /&gt;
&lt;br /&gt;
== MovePath Operation ==&lt;br /&gt;
(Net load: 2, CPU Load: 3) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|path&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The name of the path to use for the movement.&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The name of the animation to use for this movement&lt;br /&gt;
|-&lt;br /&gt;
|direction&lt;br /&gt;
|FORWARD,REVERSE&lt;br /&gt;
|FORWARD&lt;br /&gt;
|The direction to move along the path&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This operation tell the NPC to move in a predefined path. The path is a named entity in the path network. &lt;br /&gt;
From a start waypoint to and end waypoint with any number of path points in between. The path will either&lt;br /&gt;
be followed in the forward or reverse direction. Upon start of this the npc will be forced to the&lt;br /&gt;
start position of the path. The following example will move the NPC the reverse path to the clock tower.&lt;br /&gt;
  Ex: &amp;lt;movepath path=&amp;quot;Clock Tower&amp;quot; direction=&amp;quot;REVERSE&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;behavior &amp;quot;Ring the Clock&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;movepath path=&amp;quot;Clock Tower&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;wait anim=&amp;quot;Ring the Clock&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;movepath path=&amp;quot;Clock Tower&amp;quot; direction=&amp;quot;REVERSE&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/behavior&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Current implementation will extrapolate on the server and send updates to the client.&lt;br /&gt;
&lt;br /&gt;
The following old description isn&#039;t quite in line with current implementation. Sure it should be possible&lt;br /&gt;
to send the path to the client and do the math there. Suggest to include that as a option to the current&lt;br /&gt;
implementation. With today implementation the movement could be interrupted and it will stop when finished&lt;br /&gt;
with the path. To get the looping behavior either the behavior should be set to looping or a loop should&lt;br /&gt;
be created.&lt;br /&gt;
&lt;br /&gt;
--Start old description:&lt;br /&gt;
&lt;br /&gt;
This operation is another very easy one: &amp;lt;movepath&amp;gt;. It tells the npc to set its preset path to a 3d&lt;br /&gt;
spline specified in another file by name. Each client will take care of playing the right animations&lt;br /&gt;
along the spline as the npc progresses. The intent of this operation was really simply for birds to be&lt;br /&gt;
able to fly through the air as decoration rather than any gameplay reason. Aside from birds, most&lt;br /&gt;
creatures do not follow 3d spline paths in their normal behaviors.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;movepath path=&amp;quot;bird1&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This operation has no present end or duration, and will actually loop if not stopped by another&lt;br /&gt;
behavior.&lt;br /&gt;
&lt;br /&gt;
This operation has almost no network overhead, as the packed bytes of the spline are sent 1 time&lt;br /&gt;
across the network to anyone needing to see this npc, and no other network activity happens until&lt;br /&gt;
the &amp;lt;movepath&amp;gt; operation is interrupted.&lt;br /&gt;
&lt;br /&gt;
This operation also has almost zero CPU overhead, because there is no collision detection and no&lt;br /&gt;
bounds checking on this type of movement. The reasoning is that since predefined paths are being&lt;br /&gt;
followed, it is up to the designer/scripter to ensure that the path goes where they want it to and does&lt;br /&gt;
not hit anything along the way.&lt;br /&gt;
&lt;br /&gt;
--End old description&lt;br /&gt;
&lt;br /&gt;
== MoveTo Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 3) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|x&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|X-coordinate to move to&lt;br /&gt;
|-&lt;br /&gt;
|y&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|Y-coordinate to move to&lt;br /&gt;
|-&lt;br /&gt;
|z&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|Z-coordinate to move to&lt;br /&gt;
|-&lt;br /&gt;
|vel&lt;br /&gt;
|float,$WALK,$RUN&lt;br /&gt;
|Default is to use the velocity from the behavior.&lt;br /&gt;
|The velocity to use when moving.&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The name of the animation to use&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This operation tells the npc to turn and face a certain point in&lt;br /&gt;
3d space, then move in a straight line to that location at a certain speed. The turn is not animated,&lt;br /&gt;
so if you want an animated turn, you need a &amp;lt;rotate&amp;gt; op in front of this (see below). &amp;lt;moveto&amp;gt; also&lt;br /&gt;
specifies an animation name to play while performing this move.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;moveto x=&amp;quot;-38&amp;quot; y=&amp;quot;0&amp;quot; z=&amp;quot;-169&amp;quot; anim=&amp;quot;walk&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When this operation is executed, the angle necessary to point in the right direction towards this 3d&lt;br /&gt;
coordinate is calculated and the DR message to start the anim, start the movement and set the&lt;br /&gt;
rotation angle so it will look correct is sent. Then the operation calculates the time it will take to&lt;br /&gt;
traverse the distance at the specified speed and suspends itself for that length of time before waking&lt;br /&gt;
up and completing. Thus, this operation has zero processing during these ½ second update&lt;br /&gt;
opportunities. No CD checking is done and no bounds checking is done.&lt;br /&gt;
&lt;br /&gt;
When the operation wakes up a few seconds later, the &amp;lt;moveto&amp;gt; is considered complete, and&lt;br /&gt;
npcclient sends another DR message to stop the movement.&lt;br /&gt;
&lt;br /&gt;
While this operation is very cheap, it is also not very flexible because the coordinates are in the&lt;br /&gt;
NPCType and not in the NPC. Thus any NPC using this NPC Type with this command in it is&lt;br /&gt;
going to have to be willing to move to this exact 3d coordinate.&lt;br /&gt;
&lt;br /&gt;
== Navigate Operation ==&lt;br /&gt;
(Net load: 1, CPU Load 1) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The animation to use in the navigation.&lt;br /&gt;
|-&lt;br /&gt;
|failure&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The perception to fire if the operation fails.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;navigate&amp;gt; operation is a placeholder right now and is simpler than it will be in the future. It is&lt;br /&gt;
designed to work with &amp;lt;locate&amp;gt; and it moves the NPC in a straight line to the target location found&lt;br /&gt;
by the &amp;lt;locate&amp;gt; operation.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;navigate anim=&amp;quot;walk&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The only thing the operation specifies is the animation to play while moving. It works much like&lt;br /&gt;
&amp;lt;moveto&amp;gt; but uses the locate target destination instead of a single fixed location. The only network&lt;br /&gt;
overhead are the Start and Stop DR messages, and the only CPU overhead is calculating how long&lt;br /&gt;
to sleep between starting and stopping.&lt;br /&gt;
&lt;br /&gt;
For more complex movement the [[Behavior_Operations#Wander_Operation|Wander Operation]] should be&lt;br /&gt;
used that will use the path network to navigate. Though if there are no path directly to the location&lt;br /&gt;
to where the NPC should go a combination of Wander and Navigate could be used. Like this example&lt;br /&gt;
where wander is used to navigate using waypoints and navigate is used navigate into the exact&lt;br /&gt;
position of the tavern.&lt;br /&gt;
&lt;br /&gt;
  Ex &amp;lt;locate obj=&amp;quot;tavern&amp;quot; static=&amp;quot;yes&amp;quot; random=&amp;quot;yes&amp;quot; range=&amp;quot;800&amp;quot; &amp;gt; &amp;lt;!-- Locate my favorite tavern --&amp;gt;&lt;br /&gt;
     &amp;lt;wander /&amp;gt; &lt;br /&gt;
     &amp;lt;navigate /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== NOP Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
This is a no operation operation. It does absolutely nothing, though each behavior needs to have a set of operations, if nothing else insert this nop operation.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;nop /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Percept Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|event&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The name of the perception event to fire. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|target&lt;br /&gt;
|self,tribe,all,target&lt;br /&gt;
|self&lt;br /&gt;
|The recipient of this perception&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|string&lt;br /&gt;
|(null)&lt;br /&gt;
|The perception type. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|range&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|If set to something greater than 0.0 this perception will only be delivered if within that range.&lt;br /&gt;
|-&lt;br /&gt;
|condition&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|A [[NPCClient math script]] that if set will be evaluated and any non zero return value will cause the perception event to be fired.&lt;br /&gt;
|-&lt;br /&gt;
|failed_event&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The event to percept if the condition fail. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|delayed&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|The amount of time to delay before the perception is fired. [[NPC Variables]] will be replaced.&lt;br /&gt;
|}&lt;br /&gt;
This operation allows an NPC to fire a custom [[Behaviors_and_Reactions#Perceptions|perception]] to himself.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;percept event=&amp;quot;done wandering&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;percept event=&amp;quot;need help&amp;quot; target=&amp;quot;tribe&amp;quot; range=&amp;quot;50&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;percept event=&amp;quot;GoToSleep&amp;quot; condition=&amp;quot;DiurnalNight&amp;quot; delayed=&amp;quot;10&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pickup Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|obj&lt;br /&gt;
|string,perception&lt;br /&gt;
|perception&lt;br /&gt;
|The object to pick up. (Only perception implemented)&lt;br /&gt;
|-&lt;br /&gt;
|count&lt;br /&gt;
|int&lt;br /&gt;
|1&lt;br /&gt;
|Number of objects to pick up&lt;br /&gt;
|-&lt;br /&gt;
|equip&lt;br /&gt;
|slot&lt;br /&gt;
|&lt;br /&gt;
|name of slot to equip the item in (Not implemented)&lt;br /&gt;
|}&lt;br /&gt;
This operation allows an NPC to pickup an item he finds on the ground, and optionally equip(Not implemented) it if he can use it. Only objects that are pickable will be picked up.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;pickup obj=&amp;quot;perception&amp;quot; count=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;pickup obj=&amp;quot;perception&amp;quot; equip=&amp;quot;righthand&amp;quot; /&amp;gt; (Not Implemented)&lt;br /&gt;
&lt;br /&gt;
== Release Control Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Release the control of a player.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;release_control /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Reproduce Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
Tribe operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The tribe member type for this. [[NPC Variables]] will be replaced.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The reproduce operation will spawn the target with the type given. Tribes will use this to create different types of members (See: [[Tribe_Scripting#Select|Select]] statement in [[Tribe Scripting]]).&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;reproduce type=&amp;quot;Warrior&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make make a copy of your self&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;locate obj=&amp;quot;self&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;reproduce /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resurrect Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
Tribe operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|}&lt;br /&gt;
No Parameters.&lt;br /&gt;
&lt;br /&gt;
This operation will resurrect a tribe member within the radius of tribe home.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;resurrect /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This operation should be placed in an behavior that will be executed for dead NPCs. The reaction should&lt;br /&gt;
as well have the when_dead flag set.&lt;br /&gt;
 &lt;br /&gt;
  Ex: &amp;lt;behavior name=&amp;quot;Resurrect&amp;quot; completion_decay=&amp;quot;200&amp;quot; growth=&amp;quot;0&amp;quot; initial=&amp;quot;0&amp;quot; when_dead=&amp;quot;yes&amp;quot;&amp;gt;&lt;br /&gt;
         &amp;lt;resurrect/&amp;gt;&lt;br /&gt;
      &amp;lt;/behavior&amp;gt;&lt;br /&gt;
      &amp;lt;react event=&amp;quot;tribe:resurrect&amp;quot;    behavior=&amp;quot;Resurrect&amp;quot;     inactive_only=&amp;quot;yes&amp;quot; when_dead=&amp;quot;yes&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Reward Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
Tribe operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|resource&lt;br /&gt;
|string,tribe:wealth&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The resource to reward to the tribe. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|count&lt;br /&gt;
|int&lt;br /&gt;
|1&lt;br /&gt;
|The number of resource to reward.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Will reward a tribe with a resource. Using the special &#039;&#039;tribe:wealth&#039;&#039; keyword will result in a lockup in the tribe for whats the wealth resource.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;reward resource=&amp;quot;Gold Ore&amp;quot; count=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;reward resource=&amp;quot;tribe:wealth&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rotate Operation ==&lt;br /&gt;
(Net load: 1, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|See table below.&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The type of rotation operation to perform.&lt;br /&gt;
|-&lt;br /&gt;
|ang_vel&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|Angular velocity in degree. If 0 the NPC default angular velocity will be used.&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The animation to use for the rotation operation&lt;br /&gt;
|-&lt;br /&gt;
|max&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|For inregion and random a range can be defined.&lt;br /&gt;
|-&lt;br /&gt;
|min&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|For inregion and radom a range can be defined.&lt;br /&gt;
|-&lt;br /&gt;
|value&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|For absolute and relative a value to add in degrees should be given.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|inregion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|random&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|absolute&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|relative&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|locatedest&lt;br /&gt;
|Face in the direciton of the last located position.&lt;br /&gt;
|-&lt;br /&gt;
|locaterotation&lt;br /&gt;
|Face in the direction of the last located rotation angle.&lt;br /&gt;
|-&lt;br /&gt;
|target&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This operation &amp;lt;rotate&amp;gt; can be used to turn to a certain angle, to turn a relative amount, to turn a&lt;br /&gt;
random amount or to turn to face a previously located object. This turn is animated, to give a more&lt;br /&gt;
realistic look.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;rotate type=&amp;quot;random&amp;quot; min=&amp;quot;90&amp;quot; max=&amp;quot;270&amp;quot; anim=&amp;quot;walk&amp;quot; vel=&amp;quot;30&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;rotate type=&amp;quot;locatedest&amp;quot; anim=&amp;quot;walk&amp;quot; vel=&amp;quot;90&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first example here is a random turn of between 90 and 270 degrees from the current heading,&lt;br /&gt;
with an angular velocity of 30 degrees per second, while playing the “walk” animation. 30 degrees&lt;br /&gt;
per second means that the maximum turn of 270 degrees will take the npc 9 seconds.&lt;br /&gt;
&lt;br /&gt;
In the second example, we have already used our &amp;lt;locate&amp;gt; operation to find a point of interest near&lt;br /&gt;
us, and we want to turn to point directly at it. Here a different (faster) angular velocity is specified&lt;br /&gt;
but other angles aren’t necessary because they are implied by the current position of the NPC and&lt;br /&gt;
the located special destination.&lt;br /&gt;
&lt;br /&gt;
This operation requires a DR update to start and stop the rotation, as the only networking overhead.&lt;br /&gt;
CPU overhead is also minimal since npcclient calculates the time required to turn the full amount&lt;br /&gt;
and puts this script to sleep for that many msec until the turn is done, then stops it.&lt;br /&gt;
&lt;br /&gt;
== Script Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|name&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The name of the script&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Run a progression script. Target and Actor env is set for the script at the server.&lt;br /&gt;
  Ex: &amp;lt;script name=&amp;quot;my_script&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sequence Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|name&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The name of the sequence to control&lt;br /&gt;
|-&lt;br /&gt;
|cmd&lt;br /&gt;
|start,stop,loop&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The control of the sequence to issue.&lt;br /&gt;
|-&lt;br /&gt;
|count&lt;br /&gt;
|int&lt;br /&gt;
|1&lt;br /&gt;
|The number of times to loop the sequence.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sequences are defined in the map file. They can be started, stopped, or played a number of time with the loop command. This allow the NPC to interact with large animation of world objects. This&lt;br /&gt;
could be a winch that should run only when manned, a folding bridge or door that open and close etc.&lt;br /&gt;
  Ex: &amp;lt;sequence name=&amp;quot;winch_up&amp;quot; cmd=&amp;quot;start&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Set Buffer Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|buffer&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The name of the buffer.&lt;br /&gt;
|-&lt;br /&gt;
|value&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The value to set for the buffer.&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|npc,tribe&lt;br /&gt;
|npc&lt;br /&gt;
|The type of buffer to set.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Set either a NPC or a Tribe buffer. [[NPC Variables]] $NBUFFER[Buffer] (NPC Buffer) and $TBUFFER[Buffer] (Tribe Buffer) are replaced multiple places with the value of the buffer. &lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;set_buffer buffer=&amp;quot;Building&amp;quot; value=&amp;quot;Small Tent&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Share Memories Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
Tribe operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|}&lt;br /&gt;
No parameters&lt;br /&gt;
&lt;br /&gt;
This operation will share all private memories of the NPC with the tribe. Private memories is created with the [[Behavior_Operations#Memorize_Operation|Memorize Operation]]. They can be retrived by the [[Behavior_Operations#Locate_Operation|Locate Operation]] using tribe:memory:&amp;quot;memory name&amp;quot;. Memories can also be crated using the [[Behavior_Operations#Auto_Memorize_Operation|Auto Memorize Operation]].&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;share_memories /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sit Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|}&lt;br /&gt;
No parameters.&lt;br /&gt;
&lt;br /&gt;
Sit tells the npc to sit down. Use [[Behavior_Operations#Standup_Operation|standup operation]] to stand up again.&lt;br /&gt;
  Ex: &amp;lt;sit /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Standup Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|}&lt;br /&gt;
No parameters.&lt;br /&gt;
&lt;br /&gt;
Standup tells the npc to stand up. Use [[Behavior_Operations#Sit_Operation|sit operation]] to sit down again.&lt;br /&gt;
  Ex: &amp;lt;standup /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Talk Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|target&lt;br /&gt;
|boolean&lt;br /&gt;
|true&lt;br /&gt;
|Talk to current target&lt;br /&gt;
|-&lt;br /&gt;
|text&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The string to send&lt;br /&gt;
|-&lt;br /&gt;
|public&lt;br /&gt;
|boolean&lt;br /&gt;
|true&lt;br /&gt;
|Should this talk go to everyone in range, or only the target if public=false.&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|say,me,my,narrate&lt;br /&gt;
|say&lt;br /&gt;
|The type of talk.&lt;br /&gt;
|-&lt;br /&gt;
|command&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|A perception to send to target if it is a NPC. [[NPC Variables]] will be replaced.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If target is false, this will queue a talk command to the server from the NPC. If target is true and a target exists the same talk command will be sent to the server but a &amp;quot;&#039;&#039;command&#039;&#039;&amp;quot; perception will be sent to the&lt;br /&gt;
target as well. The target will than be able to react to this perception.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;talk target=&amp;quot;true&amp;quot; text=&amp;quot;Kneel in front of me.&amp;quot; command=&amp;quot;kneel&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;talk type=&amp;quot;me&amp;quot; text=&amp;quot;is angry&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;talk target=&amp;quot;true&amp;quot; text=&amp;quot;This message is only for you&amp;quot; public=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Teleport Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Teleport the NPC to the current active location.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;teleport /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Transfer Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|item&lt;br /&gt;
|string,tribe:wealth&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The name of the item to transfer. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|target&lt;br /&gt;
|tribe&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The target for this transfer.&lt;br /&gt;
|-&lt;br /&gt;
|count&lt;br /&gt;
|int&lt;br /&gt;
|-1&lt;br /&gt;
|Number of items to transfer. -1 is all items. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Transfere a number of item from one NPC to the target. &lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;transfer item=&amp;quot;tribe:wealth&amp;quot; target=&amp;quot;tribe&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This example will transfer all of the tribe wealth from the NPC to the tribe.&lt;br /&gt;
&lt;br /&gt;
== Tribe Home Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
Tribe operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|}&lt;br /&gt;
No Parameters.&lt;br /&gt;
&lt;br /&gt;
Move the tribe home to the last active position of the NPC. This operation will issue a &amp;quot;tribe:home moved&amp;quot; perception to all members of the tribe.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;tribe_home /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tribe Type Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
Tribe operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|Change tribe member type.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
No Parameters.&lt;br /&gt;
&lt;br /&gt;
Change the Tribe Member type of the current NPC to the new type.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;tribe_type type=&amp;quot;Queen&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unbuild Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
Tribe operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unbuild a building. The building has to be targeted.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;unbild /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Visible Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|}&lt;br /&gt;
No Parameters.&lt;br /&gt;
&lt;br /&gt;
This operation makes the NPC visible if it where invisible. See [[Behavior_Operations#Invisible_Operation|Invisible Operation]].&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;visible /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wait Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|duration&lt;br /&gt;
|float&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The duration to wait.  [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|random&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|The random duration to wait.  [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The animation to play while waiting.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This operation makes the NPC wait a specified length of time before progressing to the next&lt;br /&gt;
operation. It will loop an animation during this time also for you, so you can use it for crafting&lt;br /&gt;
actions, guard monitoring, or whatever you need that is a timed animated activity.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;wait duration=&amp;quot;30&amp;quot; anim=&amp;quot;stand&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;wait duration=&amp;quot;$NBUFFER[Sit_Duration]&amp;quot; anim=&amp;quot;sit&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This example tells the NPC to play the “stand” animation and do nothing for 30 seconds. This&lt;br /&gt;
requires a network DR message with the specified animation, and another to stop the animation&lt;br /&gt;
when the duration is over. There is almost no CPU required because the script goes to sleep for the&lt;br /&gt;
duration and is woken up automatically at the end.&lt;br /&gt;
&lt;br /&gt;
As with any other scripted operation, this operation can be interrupted if another behavior preempts&lt;br /&gt;
this one from completing. So if an npc is playing the above operation, and just standing there for&lt;br /&gt;
30 seconds, and is attacked by someone, presumably an attack behavior would become top priority&lt;br /&gt;
and the npc would stop waiting and attack back.&lt;br /&gt;
&lt;br /&gt;
This concludes the section on the detailed operations possible with npc scripting today. Now we&lt;br /&gt;
will discuss how these operations work together to define behaviors and how behaviors interact&lt;br /&gt;
with each other.&lt;br /&gt;
&lt;br /&gt;
== Wander Operation ==&lt;br /&gt;
(Net load: 2, CPU Load 1) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The animation to play while wandering.&lt;br /&gt;
|-&lt;br /&gt;
|vel&lt;br /&gt;
|float&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|random&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Turn on never ending random wandering.&lt;br /&gt;
|-&lt;br /&gt;
|underground&lt;br /&gt;
|boolean&lt;br /&gt;
|invalid&lt;br /&gt;
|If not set ignore underground, set true only wander underground, if set false never wander underground waypoints&lt;br /&gt;
|-&lt;br /&gt;
|underwater&lt;br /&gt;
|boolean&lt;br /&gt;
|invalid&lt;br /&gt;
|If not set ignore underwater, set true only wander underwater, if set false never wander underwater waypoints&lt;br /&gt;
|-&lt;br /&gt;
|private&lt;br /&gt;
|boolean&lt;br /&gt;
|invalid&lt;br /&gt;
|If not set ignore private, set true only wander private, if set false never wander private waypoints&lt;br /&gt;
|-&lt;br /&gt;
|public&lt;br /&gt;
|boolean&lt;br /&gt;
|invalid&lt;br /&gt;
|If not set ignore public, set true only wander public, if set false never wander public waypoints.&lt;br /&gt;
|-&lt;br /&gt;
|city&lt;br /&gt;
|boolean&lt;br /&gt;
|invalid&lt;br /&gt;
|If not set ignore city, set true only wander city, if set false never wander city waypoints.&lt;br /&gt;
|-&lt;br /&gt;
|indoor&lt;br /&gt;
|boolean&lt;br /&gt;
|invalid&lt;br /&gt;
|If not set ignore indoor, set true only wander indoor, set false never wander indoor waypoints.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Using random &amp;lt;move&amp;gt; and &amp;lt;rotate&amp;gt; operations works well for creating randomized wandering&lt;br /&gt;
behaviors in open, outdoor spaces and scripters should be using that approach there. However, in tighter, indoor areas like the hydlaa sewers or the dungeon, a more specific type of randomness is required.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;wander&amp;gt; operation makes the npc in question walk between an independently defined set of&lt;br /&gt;
“waypoints”. Each waypoint is a 3d coordinate and a tolerance radius. The radius adds a ‘fuzzy’&lt;br /&gt;
factor so that multiple npcs sharing the same set of waypoints will not all walk to the exact same&lt;br /&gt;
centimeter location. Even in tight locations, a tolerance radius of .5-1m will be a lot better than 0m. Waypoints will be created with the path system available as GM commands.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;wander anim=&amp;quot;walk&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As you see, the only thing specified by the wander operation is the animation to play while&lt;br /&gt;
wandering. The NPC starts by walking to the nearest waypoint to its current location, then follows&lt;br /&gt;
the waypoint choices to decide where to go next. This operation will take the NPC to the current active&lt;br /&gt;
waypoint as selected by the last [[Behavior_Operations#Locate_Operation|Locate Operation]].&lt;br /&gt;
&lt;br /&gt;
Each waypoint have a set off properties. It can be marked as indoor,underground,underwater,private,public, or city.&lt;br /&gt;
If the wander operations in specified with the indoor flag set to true only waypoints with the indoor attribute set to true will be used when wandering. Changing&lt;br /&gt;
waypoint attributes can be done by the GM command /path (TBD, Not impemented yet, has to be done in DB for now).&#039;&lt;br /&gt;
&lt;br /&gt;
Each waypoint is connected with a [[Sc_waypoint_linksTable|path]]. The path has a set of properites like TELEPORT, NO_WANDER, ONEWAY.&lt;br /&gt;
&lt;br /&gt;
This operation is very light on the network because it is all straight-line navigation between known,&lt;br /&gt;
preset points. There is 1 DR update per point hit by the npc. It is also quite light on CPU power&lt;br /&gt;
requirements because the points are known, which means no collision detection has to be done.&lt;br /&gt;
&lt;br /&gt;
One tricky thing about this is that normally non-horizontal walking is accomplished on the client&lt;br /&gt;
with collision detection with the ground/stairs. In order to get the most accurate-looking result on&lt;br /&gt;
the client, the client DOES do collision detection on these npcs. However, npcclient does simple&lt;br /&gt;
linear interpolation between the starting and ending y-coordinates of the 2 waypoints as an&lt;br /&gt;
approximation. Thus the server and client will not have the identical y-coordinate in all cases. This&lt;br /&gt;
should almost never be noticeable, though.&lt;br /&gt;
&lt;br /&gt;
== Watch Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|nearest_actor,nearest_npc,nearest_player,owner,target&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The type of watch to do.&lt;br /&gt;
|-&lt;br /&gt;
|range&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|The watch range. A perception will be generated when watched entity move out of range.&lt;br /&gt;
|-&lt;br /&gt;
|invisible&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Set to true to watch invisible entities.&lt;br /&gt;
|-&lt;br /&gt;
|invincible&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Set to true to watch invincible entities.&lt;br /&gt;
|-&lt;br /&gt;
|search_range&lt;br /&gt;
|float&lt;br /&gt;
|2.0&lt;br /&gt;
|When watching nearest, this range set the limit for how fare that entity can be.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Watch over nearby entities. The &amp;quot;nearest out of range&amp;quot;,&amp;quot;owner out of range&amp;quot;, or &amp;quot;target out of range&amp;quot; perception will be generated when the watched entity move out of range.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;behavior name=&amp;quot;Watch&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;watch type=&amp;quot;owner&amp;quot; range=&amp;quot;3.0&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/behavior&amp;gt;&lt;br /&gt;
      &amp;lt;react event=&amp;quot;owner out of range&amp;quot;   behavior=&amp;quot;follow_chase&amp;quot;  /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this example the NPC will watch the owner. If the owner move out of the watch range 3.0 the &amp;quot;owner out of range&amp;quot; perception will be fired and the new follow_chase behavior will start.&lt;br /&gt;
&lt;br /&gt;
== Work Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|dig,fish,harvest&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The type of work to do&lt;br /&gt;
|-&lt;br /&gt;
|resource&lt;br /&gt;
|string,tribe:wealth&lt;br /&gt;
|Mandatory&lt;br /&gt;
|Resource to work for or by using the keyword tribe:wealth look up in the tribe to find the resource.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Order an NPC to start digging for a resource. The keyword &amp;quot;tribe:wealth&amp;quot; will cause the resource to be looked up in the wealth_resource_nic field in the [[NPC_Behavior_Data_Structures#tribes|tribes]] table if the NPC is part of a tribe.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;work type=&amp;quot;dig&amp;quot; resource=&amp;quot;tribe:wealth&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;work type=&amp;quot;dig&amp;quot; resource=&amp;quot;Gold Ore&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Engine documents]] [[Category:NPCClient Design]] [[Category:NPCClient Scripting]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=21005</id>
		<title>Combat System</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=21005"/>
		<updated>2016-02-19T17:55:39Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: /* War Hammering */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= List of Combat buffs/debuffs =&lt;br /&gt;
&lt;br /&gt;
== Attack Advantage ==&lt;br /&gt;
This buff gives the attacker a better chance to hit the opponent; it&#039;s harder for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Attack Disadvantage==&lt;br /&gt;
This debuff makes it harder for the opponent to DODGE incoming attacks.&lt;br /&gt;
&lt;br /&gt;
==Defence Advantage==&lt;br /&gt;
This buff boost the attacker&#039;s defence by making it easier for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Defence Disadvantage==&lt;br /&gt;
This debuff lower the target&#039;s defence by making it harder for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Block Advantage==&lt;br /&gt;
This buff boost the attacker&#039;s parrying capability by making it easier for him to BLOCK.&lt;br /&gt;
&lt;br /&gt;
==Block Disadvantage==&lt;br /&gt;
This debuff lower the target&#039;s parrying capability by making it harder for him to BLOCK.&lt;br /&gt;
&lt;br /&gt;
==Block Hampering==&lt;br /&gt;
Next attempt to BLOCK will automatically fail.&lt;br /&gt;
&lt;br /&gt;
==Automatic Block==&lt;br /&gt;
Next attempt to BLOCK will automatically succeed.&lt;br /&gt;
&lt;br /&gt;
==Extra Damage==&lt;br /&gt;
Extra damage is applied directly after the target has been hit, there can be several type of damage. The most common are: piercing, bludgeoning, slashing.&lt;br /&gt;
&lt;br /&gt;
==Stun==&lt;br /&gt;
The attacker is unable to move for a few second.&lt;br /&gt;
&lt;br /&gt;
==Bleeding==&lt;br /&gt;
The target is wounded and the wound causes a bleeding. The target lose health over time.&lt;br /&gt;
&lt;br /&gt;
==Fatigue==&lt;br /&gt;
The attack fatigue the target, he lose physical stamina over time.&lt;br /&gt;
&lt;br /&gt;
==Maim==&lt;br /&gt;
The attacker is severely wounded his endurance is penalized for some time.&lt;br /&gt;
&lt;br /&gt;
==Ensnare==&lt;br /&gt;
The attacker movement is hampered, his agility is penalized.&lt;br /&gt;
&lt;br /&gt;
==Interrupt Spellcasting==&lt;br /&gt;
This attack is specially aimed at interrupting a spellcaster from casting their spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Main Combat Styles =&lt;br /&gt;
&lt;br /&gt;
== Single Handed Sword ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Knives &amp;amp; Daggers | Knives &amp;amp; Daggers]] level 10 or [[Players Guide/Skills#Sword | Sword]] level 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all swords, all knives and daggers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Single Handed Sword) --&amp;gt; (Side Thrust\nReq.: sword 10)&lt;br /&gt;
(Side Thrust\nReq.: sword 10) --&amp;gt; (Lunge\nReq.: sword 30)&lt;br /&gt;
(Lunge\nReq.: sword 30) --&amp;gt; (Beat Attack\nReq.: sword 50)&lt;br /&gt;
(Beat Attack\nReq.: sword 50) --&amp;gt; (Disengage\nReq.: sword 70)&lt;br /&gt;
(Disengage\nReq.: sword 70) --&amp;gt; (Circular Parry\nReq.: sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Side Thrust&#039;&#039;&#039;: A sword attack hitting with the blade edge.&lt;br /&gt;
* &#039;&#039;&#039;Lunge&#039;&#039;&#039;: An attack made by extending the front leg, using a slight kicking motion and propelling the body forward with the back leg.&lt;br /&gt;
* &#039;&#039;&#039;Beat Attack&#039;&#039;&#039;: The attacker beats the opponent&#039;s blade to gain priority and continues the assault against the target area.&lt;br /&gt;
* &#039;&#039;&#039;Disengage&#039;&#039;&#039;: Attacker begin his attack in one direction, moving quickly, then point down in a semi-circle to attack a different location. A feint used to trick the opponent into blocking in the wrong direction.&lt;br /&gt;
* &#039;&#039;&#039;Circular Parry&#039;&#039;&#039; : The attacker sword is twisted in a circle to catch the opponent&#039;s weapon tip and deflect it away. It is commonly used to counter a disengage. An advanced defensive technique.&lt;br /&gt;
&lt;br /&gt;
== Archery ==&lt;br /&gt;
&lt;br /&gt;
The hunters, the rangers or even the stealthy characters might choose the bows for its high accuracy, keeping ennemy at far range. The archer has a poor defense but he can take on a lot of ennemies in few seconds with deadly shots. Archery is hard to master but a well rewarding style.&lt;br /&gt;
Strenght is vital for the archer, allowing him to draw longer bows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Ranged | Ranged]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all bows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Archery) --&amp;gt; (Precise Shot\nReq.: all bows, Ranged 10)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Rapid Shot\nReq.: shortbow, Ranged 30)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Snap Shot\nReq.: longbow,  Ranged 30, STR 100)&lt;br /&gt;
(Rapid Shot\nReq.: shortbow, Ranged 30) --&amp;gt; (Kneeled Aim\nReq.: shortbow, Ranged 50)&lt;br /&gt;
(Snap Shot\nReq.: longbow,  Ranged 30, STR 100) --&amp;gt; (Ulber Shot\nReq.: longbow, Ranged 50, STR 200)&lt;br /&gt;
(Kneeled Aim\nReq.: shortbow, Ranged 50) --&amp;gt; (Hail of Arrows\nReq.: shortbow, Ranged 70)&lt;br /&gt;
(Ulber Shot\nReq.: longbow, Ranged 50, STR 200) --&amp;gt; (Pierce the Fortress\nReq.: longbow, Ranged 70, STR 300)&lt;br /&gt;
(Hail of Arrows\nReq.: shortbow, Ranged 70) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100, STR 300)&lt;br /&gt;
(Pierce the Fortress\nReq.: longbow, Ranged 70, STR 300) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100, STR 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Precise Shot&#039;&#039;&#039;: Slower but more precise shot, takes longer and inflitcs higher damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rapid Shot&#039;&#039;&#039;: Attacker aim the opponent, draw the string with the thumb, which allow him to walk left and right while shooting arrows very quickly. Attacker can shoot many arrows in few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Snap-Shot&#039;&#039;&#039;: Archer release a first arrow onto target, immediatly followed by a second arrow, slightly delayed, inflicting a powerful double attack with increased damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kneeled Aim&#039;&#039;&#039;: Attacker kneel onto the ground then sit on his heels. Attacker raise the bow, draw the string until the back of the arrow reach the corner of his mouth with three finger and aim right into the opponent chest, almost at close range. No defensive stance possible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ulber Shot&#039;&#039;&#039;: Archer pull the string, which require a good endurance and release an arrow that stagger opponent for few second. Stun effect.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hail of Arrows&#039;&#039;&#039;: Attacker hold several arrows in between the fingers of the draw hand, allowing fast repeat shots. A quick hail of arrows, you&#039;re luck if you&#039;ve not been shot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pierce the Fortress&#039;&#039;&#039;: Attacker aim and release a powerful arrow penetrating mail and plate mail and possibly affecting several aligned targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Incendiary Arrows&#039;&#039;&#039;: By alchemical means, attacker set his arrow on fire, aim and release a &amp;quot;rain&amp;quot; of arrows. Damage over time. Require the possession of a specific potion and the spell Flaming Weapon to be Off.&lt;br /&gt;
&lt;br /&gt;
== War Hammering ==&lt;br /&gt;
&lt;br /&gt;
The War Hammering fighting style is particulary efficient against an armored opponent or group of opponent, especially against plate mail in close combat action.  Hammers and maces allow one to maintain typical long reach of swords while still inflicting damage to armored opponent. This fighting style is slow and can be dodged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Strength (STR) 50.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Mace &amp;amp; Hammer | Mace &amp;amp; Hammer]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all mace &amp;amp; hammer weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(War Hammering) --&amp;gt; (Arm Smash\nReq.: Mace &amp;amp; Hammer 10)&lt;br /&gt;
(Arm Smash\nReq.: Mace &amp;amp; Hammer 10) --&amp;gt; (Break the Guard\nReq.: Mace &amp;amp; Hammer 30)&lt;br /&gt;
(Break the Guard\nReq.: Mace &amp;amp; Hammer 30) --&amp;gt; (Battering Ram\nReq.: Mace &amp;amp; Hammer 50, STR 150)&lt;br /&gt;
(Battering Ram\nReq.: Mace &amp;amp; Hammer 50, STR 150) --&amp;gt; (Shield Pinning\nReq.: Mace &amp;amp; Hammer 70)&lt;br /&gt;
(Shield Pinning\nReq.: Mace &amp;amp; Hammer 70) --&amp;gt; (Swirling Hammer\nReq.: Mace &amp;amp; Hammer 100, STR 250)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arm Smash&#039;&#039;&#039;: Attacker use the head of his mace or hammer to attack his opponent&#039;s armed hand. Slow but  gives the opponent an attack malus for few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Break the Guard&#039;&#039;&#039;: Attacker swing his weapon across from side to side, fencing the opponent&#039;s weapon or shield off. Gives the opponent a defense malus for few seconds. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Battering Ram&#039;&#039;&#039;: Main hand at the base of the weapon, other hand just under weapon head, attacker lean slightly then gives a battering ram like hit onto opponents legs, backs off quickly then slash down a tremendous blow with all the weight of his weapon onto the unbalanced opponent. Can stun for a few seconds. Cannot be performed with any defensive stance. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Pinning&#039;&#039;&#039;: Attacker smash down firmly his weapon on the opponent shield, grappling it, making it fall to the ground or pinning it down. Gives an attack advantage for a few seconds. If the opponent do not use shield but is armored, this power attack will lower his defense capability. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Swirling Hammer&#039;&#039;&#039;: Attacker swirl his mace or hammer above his head then smash it down in a powerful move, hitting several targets. Stuns opponents for a few seconds.&lt;br /&gt;
&lt;br /&gt;
= Secondary Combat Styles =&lt;br /&gt;
&lt;br /&gt;
== Shield Mastery ==&lt;br /&gt;
&lt;br /&gt;
This style hightly favor the defense. The attacker can favor heavy shields to create a true wall around him or favor light ones and use them as weapons delivring blunt damage. Good defensive ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Shield Handling | Shield Handling]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Shield Mastery) --&amp;gt; (Fast Block\nReq.: Shield Handling 10)&lt;br /&gt;
(Fast Block\nReq.: Shield Handling 10) --&amp;gt; (Shield Slam\nReq.: Shield Handling 30)&lt;br /&gt;
(Shield Slam\nReq.: Shield Handling 30) --&amp;gt; (Thwarting Attack\nReq.: Shield Handling 50)&lt;br /&gt;
(Thwarting Attack\nReq.: Shield Handling 50) --&amp;gt; (Wall of Shields\nReq.: Shield Handling 70)&lt;br /&gt;
(Wall of Shields\nReq.: Shield Handling 70) --&amp;gt; (Infantry Wrath\nReq.: any weapons 100, Shield Handling 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fast Block&#039;&#039;&#039;: By feinting an attack, the attacker is able to put up an efficient defence and quickly block several of his opponent hits by swinging his shields to the right position.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Slam&#039;&#039;&#039;: Deliver a powerful blow with your shield stunning the opponent for some time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Thwarting Attack&#039;&#039;&#039;: Setup a powerful defensive attack. Next time you&#039;re under attack, use the opponent&#039;s force to hit back with the shield several times, knocking the opponent off for a few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wall of Shields&#039;&#039;&#039;: By raising his shield against the enemies the character is able to protect himself and his friends from the enemies.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Wrath&#039;&#039;&#039; [Common with [[Combat System#Infantry | Infantry style]]]: Fence your opponent’s weapon off with your shield then jump to hit him with the weapon. Stun for few second and high slash/blunt/pierce damage with jumped movement. Attack very fast and very hard to block attack.&lt;br /&gt;
&lt;br /&gt;
== Barbaric ==&lt;br /&gt;
&lt;br /&gt;
This style is designed to all the mighty warriors that likes to smash and bash in the fire of battles. Charge in and hit with the power of your strength and the blunt force of your weapon(s). This style doesn&#039;t require as much strengh as we think, the mass of the weapon contribute alone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Strength (STR) 50.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Mace &amp;amp; Hammer | Mace &amp;amp; Hammer]] level 10 or [[Players Guide/Skills#Sword | Sword]] level 10 or [[Players Guide/Skills#Axe | Axe]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all maces and hammers, all swords, all axes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Barbaric) --&amp;gt; (Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10)&lt;br /&gt;
(Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10) --&amp;gt; (Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30)&lt;br /&gt;
(Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30) --&amp;gt; (Guard Wreck\nReq.: Mace &amp;amp; Hammer 50 or Axe 50 or Sword 50, STR 200)&lt;br /&gt;
(Guard Wreck\nReq.: Mace &amp;amp; Hammer 50 or Axe 50 or Sword 50, STR 200) --&amp;gt; (Feint &amp;amp; Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70)&lt;br /&gt;
(Feint &amp;amp; Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70) --&amp;gt; (Whirlwind Strike\nReq.: Mace &amp;amp; Hammer 100 or Axe 100 or Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power Attack&#039;&#039;&#039;: Attacker swing his weapon onto opponent body sides. A powerful attack able to cause more damage but at the expenses of accuracy..&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mighty Swing&#039;&#039;&#039;: Attacker quickly gets down and swings his weapon toward the opponent&#039;s legs, then stands up and lands a second strike on any part of opponent&#039;s body, if the attack hits the head the damage is doubled. Powerful but less accurate. Cannot be used with defensive stances.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Guard Wreck&#039;&#039;&#039;: Using the weight of your weapon, smash right in the opponent guard rending him unavailable to attack properly for few second. This inflict opponent of an attack penalty.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Feint &amp;amp; Smash&#039;&#039;&#039;: The attacker feints a low hit toward the opponent&#039;s feet to attract his attention on blocking low, then makes a turn around and strike the opponent&#039;s other side. Give a few second attack advantage as opponent is knocked backward and stunned.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Whirlwind Strike&#039;&#039;&#039;: By using the full strength of the body the attacker swings his weapon making a circular attack. If not blocked from the start (by the target), the attacker will be able to deal damage to anyone around him. Not particulary accurate but do high damage.&lt;br /&gt;
&lt;br /&gt;
= Quest Chain Combat Styles =&lt;br /&gt;
&lt;br /&gt;
== Infantry ==&lt;br /&gt;
&lt;br /&gt;
As opposed to the Barbaric style, the Infantry style relies more on training and discipline than sheer strength. Soldiers are usually trained to fight with this style. The Infantry style is ideal when coupled with Shield Mastery for one-handed weapon users. This style can be used with any weapon. Equally good at attack and defense, this style is at a disadvantage against two handed weapon or polearms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: any [[Players Guide/Skills#Combat Skills | weapons skills]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Existing Quest Chain&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Infantry) --&amp;gt; (Set to Charge\nReq.: any weapons 10)&lt;br /&gt;
(Set to Charge\nReq.: any weapons 10) --&amp;gt; (Charge Block\nReq.: any weapons 30)&lt;br /&gt;
(Charge Block\nReq.: any weapons 30) --&amp;gt; (Counter Strike\nReq.: any weapons 50)&lt;br /&gt;
(Counter Strike\nReq.: any weapons 50) --&amp;gt; (Infantry Feint\nReq.: any weapons 70)&lt;br /&gt;
(Infantry Feint\nReq.: any weapons 70) --&amp;gt; (Infantry Wrath\nReq.: any weapons 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Set to Charge&#039;&#039;&#039;: Perform a frontal charge against the enemy. This attack requires preparation but gives a higher attack bonus for a period of time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Charge Block&#039;&#039;&#039;: By setting up to receive a charge, the attacker is given a defensive bonus at the expense of attack power. If the attacker is performing a Charge, will deal extra damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Counter Strike&#039;&#039;&#039;: By preparing oneself to receive the attack, the defender can fire a counterstrike for greater effects.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Feint&#039;&#039;&#039;: Attacker bend his weapon to the opponent one then push him over before delineating a powerful blow on opponent back. Stun opponent for few second.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Wrath&#039;&#039;&#039;: Fence your opponent weapon off with your shield then jump hit him with the weapon. Stun for few second and high slash/blunt/pierce damage with jumped movement. Very fast move, unblockable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Assassin ==&lt;br /&gt;
&lt;br /&gt;
This style is mostly used by the stealthy characters and the warriors that favor knives, daggers or shortswords use. It requires agility, has a deadly attack power but is less good in defense. Disadvantage against &amp;quot;barbaric&amp;quot; opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Agility 100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: Assassin Weapon 10, Knife &amp;amp; Dagger or Sword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knives, daggers, shortswords&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Assassin\nReq.: Agility 100, Knife &amp;amp; Dagger 10 or Sword 10) --&amp;gt; (Lethal Takedown\nReq.: Skill 10)&lt;br /&gt;
(Assassin\nReq.: Agility 100, Knife &amp;amp; Dagger 10 or Sword 10) --&amp;gt; (Dark Cloak\nReq.: Skill 10)&lt;br /&gt;
(Lethal Takedown\nReq.: Skill 10) --&amp;gt; (Slit the Throat\nReq.: Skill 30)&lt;br /&gt;
(Dark Cloak\nReq.: Skill 10) --&amp;gt; (Slit the Throat\nReq.: Skill 30)&lt;br /&gt;
(Slit the Throat\nReq.: Skill 30) --&amp;gt; (Backstabbing Blow\nReq.: Skill 60)&lt;br /&gt;
(Backstabbing Blow\nReq.: Skill 60) --&amp;gt; (Bloodthirst\nReq.: Skill 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Lethal Takedown&#039;&#039;: From the opponent&#039;s back, attacker take the opponent down by hitting him on heels or the legs. This attack can stun the opponent for few seconds. Agressive Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slit the Throat&#039;: Attacker attacks from behind the opponent&#039;s back and grab the opponent&#039;s head, making path free to slit his throat. It requires a good timing and concentration but is able to inflict a letal wound.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dark Cloak&#039;&#039;: Attacker concentrate his stealth knowledge and coats himself into shadows. As he crouches, the opponent is unable to see or touch him for a few second. Full defensive needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Backstabbing Blow&#039;&#039;: Attacker grabs opponent wrist, turns around on himself while pulling opponent forward and stab him in the back or inflict a powerfull punching blow. High Pierce/Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Bloodthirst&#039;&#039;: A fast-paced kill moove. Standing behind the opponent, attacker bring his weapon up to the right and slash it down to the left across his body, repeat the moove from top left to bottom right then finish on a down to up moove. Attacker inflict high slash damage on each moove (3). For melee users, Blunt damage with a bonus if player wearing crafted gauntlets. Bloody Stance needed.&lt;br /&gt;
&lt;br /&gt;
= Combat styles under development =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fencing ==&lt;br /&gt;
Fencing style is more refined and less brutal than other weapon styles, it relies more on agility and speed instead of sheer strength and muscle power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill level 10, Agility (AGI) 60&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Longsword, Shortsword, Sabre&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fencing) --&amp;gt; (A)&lt;br /&gt;
(Fencing) --&amp;gt; (B)&lt;br /&gt;
(A) --&amp;gt; (Feint\nReq.: AGI 80, Sword 20)&lt;br /&gt;
(B) --&amp;gt; (Feint\nReq.: AGI 80, Sword 20)&lt;br /&gt;
(Feint\nReq.: AGI 80, Sword 20) --&amp;gt; (Risposte\nReq.: AGI 80, Sword 40)&lt;br /&gt;
(Risposte\nReq.: AGI 80, Sword 40) --&amp;gt; (D\nReq.: AGI 80, Sword 60)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Left-hand ==&lt;br /&gt;
&lt;br /&gt;
This fighting style is sophisticate. It require an high flexibility and agility, beeing able to feint with suppleness and surprise the opponent with fast body and weapon moove. This style focus on the speed and attack power. Poor defense, this style is at disadvantage against shielded opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sword, Shortsword, Knife, Dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Left-hand) --&amp;gt; (Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10) --&amp;gt; (Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30)&lt;br /&gt;
(Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30) --&amp;gt; (The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100)&lt;br /&gt;
(The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100) --&amp;gt; (Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70) --&amp;gt; (Feint of the Left-hand\nReq.: Sword 100, Knife &amp;amp; Dagger 100, Agility 200)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Thrust&#039;&#039;: Attacker raise sword horizontaly and parry opponent attack for few second. He, while then, lay down a bit and thrust forward at the opponent onto the chest with the dagger. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Cross Parry&#039;&#039;: Attacker cross firmly his sword and dagger hilts and parry opponent attack. Attacker then push his opponent backward and quickly open his arms, giving fast slash of his weapons. Slight Defense advantage for a few second. Eventual slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Sliding&#039;&#039;: Attacker quickly side face opponent, the tip of the sword up letting opponent weapon slide along his sword blade. Opponent is driven forward by his movement and attacker raise left hand above and stab his neck. Give time for attacker to step back.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Hilt Catch&#039;&#039;: Quickly dodge opponent attack with a side step and catch the hilt of his weapon with the dagger. Follow with a fast slash of the sword. High pierce damage. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Feint of the Left-hand&#039;&#039;: Attacker engage the opponent with main weapon (sword) by doing big whirls. Attract your opponent attention on your main weapon then surprise him with a swift attack of the left-hand weapon (small weapon). Easily pierce opponent defense. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
== Two-Axe ==&lt;br /&gt;
&lt;br /&gt;
The axe is a perfect compromise between sword and hammer, give the speed and slash damage of the sword and permit attacker to crush on opponent like with an hammer. This style is highly balanced but hard to master. Primary mean of defense is dodging for axe weilders. Good for speedy, deadly attack and nasty tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Axe skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all axes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-Axe) --&amp;gt; (Close Whack\nReq.: Axe 10)&lt;br /&gt;
(Close Whack\nReq.: Axe 10) --&amp;gt; (Block and Poke\nReq.: Axe 30)&lt;br /&gt;
(Block and Poke\nReq.: Axe 30) --&amp;gt; (Strike and Pull\nReq.: Axe 50)&lt;br /&gt;
(Strike and Pull\nReq.: Axe 50) --&amp;gt; (Tricked Hook\nReq.: Axe 70)&lt;br /&gt;
(Tricked Hook\nReq.: Axe 70) --&amp;gt; (Master Blow\nReq.: Axe 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Close Whack&#039;&#039;: Power moove for close combat. Attacker whack opponent on the head with the end of his axe&#039;s haft. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Block and Poke&#039;&#039;: With right-hand axe haft, attacker block opponent move and poke in the pit of his stomach by a blunt thrust of his left-hand axe-head. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Strike and Pull&#039;&#039;: Swing axe aiming at the ennemy and when the haft strikes the ennemy&#039;s body, the attacker fix the axe in that position and then shift the whole body back by sliding the rear foot backward. Attack bonus. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Tricked Hook&#039;&#039;: Attacker hook over the neck of opponent with axe head to compel him to move in another direction. Attacker can then smash his other axe onto the back of the opponent. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Master Blow&#039;&#039;: The wielder swirl his axes around, confusing his opponent before delivring a double straight blow. The attacker use the balance of his axes to concentrate all the force of the blow into a small section of the edge so the axes has enough power to punch throught helmet or mail. High pierce damage. Bloody stance needed, bad defense for attacker.&lt;br /&gt;
&lt;br /&gt;
== Two-handed Fencing ==&lt;br /&gt;
&lt;br /&gt;
This style is very popular among the warriors, especially the tall races. A claymore permit to attack with an extra range and use the weapon lenght to do more damage. Those weapon are designed for close combat and duels. They make up for the weapon&#039;s slowness on the defence and can allow another blade to be momentarily trapped or bound up. Style Equally good in attack and defense, it require strenght, endurance and a good technique. Very effective against armored opponent. Disadvantage against small weapon users.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Strength 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: claymore&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-handed Fencing) --&amp;gt; (Edge Cut\nReq.: Sword 10)&lt;br /&gt;
(Edge Cut\nReq.: Sword 10) --&amp;gt; (Angry Charge\nReq.: Sword 30)&lt;br /&gt;
(Angry Charge\nReq.: Sword 30) --&amp;gt; (Metal Barrier\nReq.: Strength 200, Endurance 200)&lt;br /&gt;
(Metal Barrier\nReq.: Strength 200, Endurance 200) --&amp;gt; (The Bound\nReq.: Sword 70)&lt;br /&gt;
(The Bound\nReq.: Sword 70) --&amp;gt; (Blade Swirl\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Edge Cut&#039;&#039;: Attacker whirls around his claymore horizontaly  from up right to down on his opponent shoulders or arms with the sharp edge of the blade. This large moove describe almost a complet circle which increase the impact force. High slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Angry Charge&#039;&#039;: Attacker start with a high stance, with claymore above his head, the tip of the sword menacing the opponent face, both hands on the pommel. Attacker extend his arms in front of him then moove forward in a charge, straight to the target. Fast Attack with high pierce damage if not blocked.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Metal Barrier&#039;&#039;: Attacker present his claymore horizontaly, left hand on the pommel, right hand grabing the blade firmly, presenting the open space to the opponent weapon for an effective block. Efficient on defensives modes. Require to wear armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Bound&#039;&#039;: Attacker firmly stop opponent attack moove by putting his weapon blade against his opponent one. He then exert a pression to drive the opponent weapon away without cuting the blades bound. Attacker get close by opponent, his blade slipping straight to the opponent body. Defense bonus + Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Swirl&#039;&#039;: Close combat moove. Right hand on the pommel, left hand in the middle of the blade, the tip of the claymore pointed toward the ennemy&#039;s head, Attacker gives a powerfull hit on the opponent helmet with the tip of the blade, Attacker then swirl his blade around, pommel forward he excute a low sweep toward opponent legs. This combo is unstoppable, give high pierce then blunt damage. Require to wear armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
== Staff and Spear ==&lt;br /&gt;
&lt;br /&gt;
Combat with a stick or a quaterstaff has a long and varied history mostly due to the fact that it is very easy to manufacture. The quaterstaff is a long, slender club like structure that is used to deliver blunt, crushing blows. It is traditionaly made of oak or ash. The lenght can vary from 1,8 to 5,4 meters. This weapons is mostly used by martial art practitioners to keep ennemy at range. All the fighting maneuvers are fast-paced. Require an high agility and accuracy. This weapon can hurt even armored opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Polearm &amp;amp; Spear skill 0, Agility 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all polearm &amp;amp; spear weapons&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Staff &amp;amp; Spear) --&amp;gt; (Downward Strike\nReq.: Polearm &amp;amp; Spear 10)&lt;br /&gt;
(Downward Strike\nReq.: Polearm &amp;amp; Spear 10) --&amp;gt; (Defense Manoeuver\nReq.: Endurance 100, Agility 100)&lt;br /&gt;
(Defense Manoeuver\nReq.: Endurance 100, Agility 100) --&amp;gt; (Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150)&lt;br /&gt;
(Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150) --&amp;gt; (Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200)&lt;br /&gt;
(Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200) --&amp;gt; (Thrust Fury\nReq.: Polearm &amp;amp; Spear 100, Endurance 300, Agility 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Downward Strike&#039;&#039;: Staff hold by the non-dominant hand at the base of the weapon, other hand placed a quarter of the way up the staff. Attacker then drop the top hand to deliver a blow with the quarterstaff on opponent mid-section. Then, the warrior deliver an overhead blow to the back of the ennemy as he crouche over in pain. Double blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defense Manoeuver&#039;&#039;: Attacker block any blow by mooving his dominant hand which should be placed a quarter of the way up the staff. Bottom hand remain stationary while the dominant hand move in the direction that the blow is coming from. This moove is very precise and permit attacker to block most of the attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Upward Strike&#039;&#039;: Attacker left shoulder face opponent left shoulder. Long range. Attacker step forward opponent, knees sightly bent, attacker give a quick blow at the left side of opponent head with the left tip of the quaterstaff. Attacker then quickly change side and bring the right end of the staff up in a blow at the opposite side of opponent head. Double Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Stun&#039;&#039;: Body well cocked for maximum striking force, holding the staff straight behind him, attacker deliver a powerful horizontal strike at any part of opponent body. Bloody Stance. An hit delivred with this moove stun the opponent for few second. Too much use of this maneuver tire the weilder.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Thrust Fury&#039;&#039;: A multiple smash and hit maneuver. Attacker Start by holding the staff with one hand while resting the butt firmly on the ground. Attacker give a slight hit of the staff onto opponent weapon fencing it off. He then grab staff with both hand and thrust onto opponent chest (blunt damage with staf, pierce with polearm). Then, quickly give a large hit of the staff bottom onto opponent back, turns on himself and thrust once more with the tip of the staff. 3 hits in a row into a fast-paced moove.&lt;br /&gt;
&lt;br /&gt;
== Wasp ==&lt;br /&gt;
&lt;br /&gt;
The use of two daggers permit the wielder a very fast-paced combat. The warrior can moove around easily, dodges blows and afflict multiple slash in a row. Strategicaly this style consist in a constant harassment of the opponent. The upmost point of this style is to always keep the dagger forward, in an intimidation moove, highly offensive. This fighting style has a poor defense power, the attack delivred aren&#039;t very powerfull but constant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knife, dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Wasp) --&amp;gt; (Scratch\nReq.: Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Scratch\nReq.: Knife &amp;amp; Dagger 10) --&amp;gt; (Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100)&lt;br /&gt;
(Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100) --&amp;gt; (Mooving Target\nReq.: Agility 200)&lt;br /&gt;
(Mooving Target\nReq.: Agility 200) --&amp;gt; (Assault\nReq.: Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Assault\nReq.: Knife &amp;amp; Dagger 70) --&amp;gt; (Blade Storm\nReq.: Knife &amp;amp; Dagger 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Scratch&#039;&#039;: Attacker in an agressive stance, moove from left to right in a confusing motion, then jump on the opponent left side and gives two quick stabs. 2 pierce damage in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blackmail&#039;&#039;: Attacker hold both dagger vertically, the tip pointing to the ground. Attacker quickly grasp opponent weapon hilt with a dagger while afflicting quick cuts with the other dagger on opponent hands and forearms. Can give up to 4 little slash hits in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Mooving Target&#039;&#039;: Attacker has strong foot forward, rear heel up, weapon in front of solar plexus, the other protect the throat. This stance permit attacker to moove left and right around the opponent, excecuting quick slashes of his blade on any part of the opponent body (up to 10 little slashes in a row depending on opponent defensive power). Defensive stance. Slight slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Assault&#039;&#039;: Attacker sprint charge a short distance straight onto opponent and suddently step to the left, thrust onto opponent body while passing by with right dagger and turn around on himself giving a large slash across body of his left dagger onto opponent back. 2 hits in a row with good pierce and slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Storm&#039;&#039;: Attacker moove forward, forming a up to down slash across body whirl with his arms in a very fast-paced moove, tips of the daggers pointing to the ground. When close enough of the opponent, attacker jump and plant his dagger onto opponent shoulder or neck until the hilt. Multiple slash damages and a last high pierce damage hit. Very difficult to parry.&lt;br /&gt;
&lt;br /&gt;
== Fists and Feet ==&lt;br /&gt;
&lt;br /&gt;
This style is the art of using the body as a weapon. It require from the warrior an high concentration and accuracy, not only for the fighting technique but also because a strong mental is needed. The Fists and Feet user must constantly advance quickly and stay in a very close range to be more efficient. Size or force of the warrior doesn&#039;t matter as long as they master their technique and strategy. Can be very efficient against long range weapon if able to get closer to target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Melee skill 0, Agility 50, Strength 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fists and Feet) --&amp;gt; (One-inch Punch\nReq.: Melee 10)&lt;br /&gt;
(One-inch Punch\nReq.: Melee 10) --&amp;gt; (Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100)&lt;br /&gt;
(Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100) --&amp;gt; (Roundhouse Kick\nReq.: Melee 70)&lt;br /&gt;
(Roundhouse Kick\nReq.: Melee 70) --&amp;gt; (Defensive Stance\nReq.: Endurance 200, Agility 200)&lt;br /&gt;
(Defensive Stance\nReq.: Endurance 200, Agility 200) --&amp;gt; (The Great Chain\nReq.: Melee 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;One-inch Punch&#039;&#039;: Attacker stand with his fists very close to the target. He then make a quick movement of the wrist which is held with the knuckles facing out on a horizontal axis, the wrist is then moved up and a strike is produced with the botton two knuckles. Generate a tremendous amount of impact force at very close distance. High blunt damage. Damage increased if a Kran or if armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Vertical Rebound Punch&#039;&#039;: The limb directly in front of the chest, elbow down, Attacker sprint jump over opponent and deliver a first vertical punch down on opponent body. The vertical nature of the punch allows attacker to absord the rebound of the punch which increase the power of the second blow given afterward while landing. Double blunt damage, the second beeing bigger. Damage increased if a Kran or if wearing armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Roundhouse Kick&#039;&#039;: Can be done targeting the low, middle or high opponent body part. Side facing opponent, Attacker throw his leg, hips rotating into the kick in order to convey more power in it, using abdominal muscles in the act of rotation for more effect. Attacker raise up on the ball of his foot while kicking to allow greater pivoting speed and increase the power. Attacker hits with the shin which reduce the kick&#039;s reach but does more damage. Up to 2 hits in a row. High blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defensive Stance&#039;&#039;: Attacker jump up avoiding sweep attack, or switch left to right to avoid straight attack, using arms as barriers to block opponent attack. If two hits blocked in a row, a charge counter-attack is enabled. Average Blunt damage. High defensive rate. Defensive stances needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Great Chain&#039;&#039;: Fast-paced chain. Attacker step quickly to the left, block opponent attack with right arm and deliver a quick and powerfull punch with the joined fingers of the left hand onto ennemy&#039;s face. Attacker then excecute a low sweep kick in opponent legs which makes him fall backward, enough for attacker to throw a second and powerfull jumping punch on the stomach. Triple Blunt damage. Impossible to parry. A few second Stagger debuff to opponent.&lt;br /&gt;
&lt;br /&gt;
== Long Knife ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;long knifes&amp;quot; are sturdy weapons with thick and curved blades able to undergoes harsh blows. Sabre users can afflict powerfull hits, and pierce even the toughest armor for the best practitioners. The very structure of those weapons permit a fencing style of cut aswell as thrust. The Long Knife Style is very particular and can surprise the unaware opponents. Low defensive capacity, this style is all in the parry and counter-strike strategy. A close combat style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sabre, Broadsword, Falchion&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Long Knife) --&amp;gt; (Moulane Cut\nReq.: Sword 10)&lt;br /&gt;
(Moulane Cut\nReq.: Sword 10) --&amp;gt; (Slipping Thrust\nReq.: Sword 30)&lt;br /&gt;
(Slipping Thrust\nReq.: Sword 30) --&amp;gt; (Sword Fury\nReq.: Sword 50)&lt;br /&gt;
(Sword Fury\nReq.: Sword 50) --&amp;gt; (T Cross\nReq.: Sword 70)&lt;br /&gt;
(T Cross\nReq.: Sword 70) --&amp;gt; (Whirl Confusion\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Moulane Cut&#039;&#039;: En garde in front of opponent, attacker flips the sword from left to right with a slight moove of his wrist. Very fast attack which deliver an high cut damage to unaware ennemy.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slipping Thrust&#039;&#039;: Standing in front of opponent, attacker with strong leg forward will block an attack buy giving a slight hit on ennemy&#039;s weapon. His sword will stay bound to the ennemy&#039;s blade, slips against it then bounce up to give an hit on the head. Thrust damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Sword Fury&#039;&#039;: Attacker block an attack with right sabre, driving opponent weapon down then deliver a quick and powerfull slash across body from left to right, turn around on himself and reiterate. Double high slash damage. Hard to parry.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;T Cross&#039;&#039;: Attacker crosses his blades perpenducularly, orientating the crossing point for it to face opponent at any moment. If a hit is taken in the defensive block, attacker counter strike with right sword, inflicting a powerfull straight cut onto opponent body. Defensive stance needed. Good cut damage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Whirl Confusion&#039;&#039;: Attacker makes a quick vertical whirl with his right hand weapon while mooving toward opponent, unable to parry the charge without some slight slash damage. Attacker finish on a quick low slash onto opponent legs. Multiple slight slash damage if oponent on defensive stance. High slash damage onto the legs. Stun for few seconds.&lt;br /&gt;
&lt;br /&gt;
== Swordmaster ==&lt;br /&gt;
&lt;br /&gt;
The swordmaster dual-weilding is able to moove around his target and realise beautifull technical swing of his swords, mostly with the same type of weapon in each hands. This style is generaly not used in a battle field due to it beeing hard to learn and difficult to master (hard to learn to use the left hand as good as the right). This Style is good in a one on one situation but very less good against a group of target or against archers. It&#039;s mostly a parry and riposte style. Wielder of two swords must be able to quickly switch stances and sword position to keep the inbalance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Shortsword, Longsword, Broadsword&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Swordmaster) --&amp;gt; (Offensive Defense\nReq.: Sword 10)&lt;br /&gt;
(Offensive Defense\nReq.: Sword 10) --&amp;gt; (The Scissor\nReq.: Sword 30)&lt;br /&gt;
(The Scissor\nReq.: Sword 30) --&amp;gt; (The Embrace\nReq.: Sword 50)&lt;br /&gt;
(The Embrace\nReq.: Sword 50) --&amp;gt; (Counter-Swing\nReq.: Sword 70)&lt;br /&gt;
(Counter-Swing\nReq.: Sword 70) --&amp;gt; (Blade Stream\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Offensive Defense&#039;&#039;: Attacker use the defensive blade to find and bind opponent&#039;s blade(s) and shift them out of line as the offensive blade moves in with a cut or thrust as the opponent&#039;s exposed body. Defensive Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Scissor&#039;&#039;: Attacker trap opponent weapon(s) in the distal space between his crossed blades and then close the space with a scissoring motion to keep the opposing weapon(s) trapped as attacker thrust both blades simultaneously into ennemy&#039;s face, throat or body. Both defense and attack point. Defensive Stance needed. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Embrace&#039;&#039;: Attacker face opponent legs spreads and arms opponent, tip of his sword pointing up, he hit opponent weapon(s) with left hand then excecute a large slash across body from left to right on opponent chest. High slash damage. Normal Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Counter Swing&#039;&#039;: Attacker block an incoming hit with his left hand sword then immediatly swing with main sword (right hand) toward the forearm of the opponent&#039;s main arm. Attacker then follow-up with a attack to opponent legs. Double slash damage. Agressive stance neeeded.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Stream&#039;&#039;: Attacker slashes an X at opponent, first from top to bottom and then bottom to top. Attacker then makes a diagonal slash with the right sword, top-right to bottom-left, spin left and uses this momentum to deal a horizontal right to left slash with left sword. Fast-paced moove with 4 slash damage in a row. Bloody stance needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Engine documents]] [[Category:Server Design]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=21004</id>
		<title>Combat System</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=21004"/>
		<updated>2016-02-19T17:42:38Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: /* Quest Chain Combat Styles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= List of Combat buffs/debuffs =&lt;br /&gt;
&lt;br /&gt;
== Attack Advantage ==&lt;br /&gt;
This buff gives the attacker a better chance to hit the opponent; it&#039;s harder for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Attack Disadvantage==&lt;br /&gt;
This debuff makes it harder for the opponent to DODGE incoming attacks.&lt;br /&gt;
&lt;br /&gt;
==Defence Advantage==&lt;br /&gt;
This buff boost the attacker&#039;s defence by making it easier for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Defence Disadvantage==&lt;br /&gt;
This debuff lower the target&#039;s defence by making it harder for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Block Advantage==&lt;br /&gt;
This buff boost the attacker&#039;s parrying capability by making it easier for him to BLOCK.&lt;br /&gt;
&lt;br /&gt;
==Block Disadvantage==&lt;br /&gt;
This debuff lower the target&#039;s parrying capability by making it harder for him to BLOCK.&lt;br /&gt;
&lt;br /&gt;
==Block Hampering==&lt;br /&gt;
Next attempt to BLOCK will automatically fail.&lt;br /&gt;
&lt;br /&gt;
==Automatic Block==&lt;br /&gt;
Next attempt to BLOCK will automatically succeed.&lt;br /&gt;
&lt;br /&gt;
==Extra Damage==&lt;br /&gt;
Extra damage is applied directly after the target has been hit, there can be several type of damage. The most common are: piercing, bludgeoning, slashing.&lt;br /&gt;
&lt;br /&gt;
==Stun==&lt;br /&gt;
The attacker is unable to move for a few second.&lt;br /&gt;
&lt;br /&gt;
==Bleeding==&lt;br /&gt;
The target is wounded and the wound causes a bleeding. The target lose health over time.&lt;br /&gt;
&lt;br /&gt;
==Fatigue==&lt;br /&gt;
The attack fatigue the target, he lose physical stamina over time.&lt;br /&gt;
&lt;br /&gt;
==Maim==&lt;br /&gt;
The attacker is severely wounded his endurance is penalized for some time.&lt;br /&gt;
&lt;br /&gt;
==Ensnare==&lt;br /&gt;
The attacker movement is hampered, his agility is penalized.&lt;br /&gt;
&lt;br /&gt;
==Interrupt Spellcasting==&lt;br /&gt;
This attack is specially aimed at interrupting a spellcaster from casting their spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Main Combat Styles =&lt;br /&gt;
&lt;br /&gt;
== Single Handed Sword ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Knives &amp;amp; Daggers | Knives &amp;amp; Daggers]] level 10 or [[Players Guide/Skills#Sword | Sword]] level 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all swords, all knives and daggers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Single Handed Sword) --&amp;gt; (Side Thrust\nReq.: sword 10)&lt;br /&gt;
(Side Thrust\nReq.: sword 10) --&amp;gt; (Lunge\nReq.: sword 30)&lt;br /&gt;
(Lunge\nReq.: sword 30) --&amp;gt; (Beat Attack\nReq.: sword 50)&lt;br /&gt;
(Beat Attack\nReq.: sword 50) --&amp;gt; (Disengage\nReq.: sword 70)&lt;br /&gt;
(Disengage\nReq.: sword 70) --&amp;gt; (Circular Parry\nReq.: sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Side Thrust&#039;&#039;&#039;: A sword attack hitting with the blade edge.&lt;br /&gt;
* &#039;&#039;&#039;Lunge&#039;&#039;&#039;: An attack made by extending the front leg, using a slight kicking motion and propelling the body forward with the back leg.&lt;br /&gt;
* &#039;&#039;&#039;Beat Attack&#039;&#039;&#039;: The attacker beats the opponent&#039;s blade to gain priority and continues the assault against the target area.&lt;br /&gt;
* &#039;&#039;&#039;Disengage&#039;&#039;&#039;: Attacker begin his attack in one direction, moving quickly, then point down in a semi-circle to attack a different location. A feint used to trick the opponent into blocking in the wrong direction.&lt;br /&gt;
* &#039;&#039;&#039;Circular Parry&#039;&#039;&#039; : The attacker sword is twisted in a circle to catch the opponent&#039;s weapon tip and deflect it away. It is commonly used to counter a disengage. An advanced defensive technique.&lt;br /&gt;
&lt;br /&gt;
== Archery ==&lt;br /&gt;
&lt;br /&gt;
The hunters, the rangers or even the stealthy characters might choose the bows for its high accuracy, keeping ennemy at far range. The archer has a poor defense but he can take on a lot of ennemies in few seconds with deadly shots. Archery is hard to master but a well rewarding style.&lt;br /&gt;
Strenght is vital for the archer, allowing him to draw longer bows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Ranged | Ranged]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all bows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Archery) --&amp;gt; (Precise Shot\nReq.: all bows, Ranged 10)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Rapid Shot\nReq.: shortbow, Ranged 30)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Snap Shot\nReq.: longbow,  Ranged 30, STR 100)&lt;br /&gt;
(Rapid Shot\nReq.: shortbow, Ranged 30) --&amp;gt; (Kneeled Aim\nReq.: shortbow, Ranged 50)&lt;br /&gt;
(Snap Shot\nReq.: longbow,  Ranged 30, STR 100) --&amp;gt; (Ulber Shot\nReq.: longbow, Ranged 50, STR 200)&lt;br /&gt;
(Kneeled Aim\nReq.: shortbow, Ranged 50) --&amp;gt; (Hail of Arrows\nReq.: shortbow, Ranged 70)&lt;br /&gt;
(Ulber Shot\nReq.: longbow, Ranged 50, STR 200) --&amp;gt; (Pierce the Fortress\nReq.: longbow, Ranged 70, STR 300)&lt;br /&gt;
(Hail of Arrows\nReq.: shortbow, Ranged 70) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100, STR 300)&lt;br /&gt;
(Pierce the Fortress\nReq.: longbow, Ranged 70, STR 300) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100, STR 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Precise Shot&#039;&#039;&#039;: Slower but more precise shot, takes longer and inflitcs higher damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rapid Shot&#039;&#039;&#039;: Attacker aim the opponent, draw the string with the thumb, which allow him to walk left and right while shooting arrows very quickly. Attacker can shoot many arrows in few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Snap-Shot&#039;&#039;&#039;: Archer release a first arrow onto target, immediatly followed by a second arrow, slightly delayed, inflicting a powerful double attack with increased damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kneeled Aim&#039;&#039;&#039;: Attacker kneel onto the ground then sit on his heels. Attacker raise the bow, draw the string until the back of the arrow reach the corner of his mouth with three finger and aim right into the opponent chest, almost at close range. No defensive stance possible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ulber Shot&#039;&#039;&#039;: Archer pull the string, which require a good endurance and release an arrow that stagger opponent for few second. Stun effect.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hail of Arrows&#039;&#039;&#039;: Attacker hold several arrows in between the fingers of the draw hand, allowing fast repeat shots. A quick hail of arrows, you&#039;re luck if you&#039;ve not been shot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pierce the Fortress&#039;&#039;&#039;: Attacker aim and release a powerful arrow penetrating mail and plate mail and possibly affecting several aligned targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Incendiary Arrows&#039;&#039;&#039;: By alchemical means, attacker set his arrow on fire, aim and release a &amp;quot;rain&amp;quot; of arrows. Damage over time. Require the possession of a specific potion and the spell Flaming Weapon to be Off.&lt;br /&gt;
&lt;br /&gt;
== War Hammering ==&lt;br /&gt;
&lt;br /&gt;
The War Hammering fighting style is particulary efficient against an armored opponent or group of opponent, especially against plate mail in close combat action.  Hammers and maces allow one to maintain typical long reach of swords while still inflicting damage to armored opponent. This fighting style is slow and can be dodged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Strength (STR) 50.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Mace &amp;amp; Hammer | Mace &amp;amp; Hammer]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all mace &amp;amp; hammer weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(War Hammering) --&amp;gt; (Arm Smash\nReq.: Mace &amp;amp; Hammer 10)&lt;br /&gt;
(Arm Smash\nReq.: Mace &amp;amp; Hammer 10) --&amp;gt; (Break the Guard\nReq.: Mace &amp;amp; Hammer 30)&lt;br /&gt;
(Break the Guard\nReq.: Mace &amp;amp; Hammer 30) --&amp;gt; (Battering Ram\nReq.: Mace &amp;amp; Hammer 50, STR 150)&lt;br /&gt;
(Battering Ram\nReq.: Mace &amp;amp; Hammer 50, STR 150) --&amp;gt; (Shield Pinning\nReq.: Mace &amp;amp; Hammer 70)&lt;br /&gt;
(Shield Pinning\nReq.: Mace &amp;amp; Hammer 70) --&amp;gt; (Swirling Hammer\nReq.: Mace &amp;amp; Hammer 100, STR 250)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arm Smash&#039;&#039;&#039;: Attacker use the head of his mace or hammer to attack his opponent&#039;s armed hand. Slow but  gives the opponent an attack malus for few seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Secondary Combat Styles =&lt;br /&gt;
&lt;br /&gt;
== Shield Mastery ==&lt;br /&gt;
&lt;br /&gt;
This style hightly favor the defense. The attacker can favor heavy shields to create a true wall around him or favor light ones and use them as weapons delivring blunt damage. Good defensive ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Shield Handling | Shield Handling]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Shield Mastery) --&amp;gt; (Fast Block\nReq.: Shield Handling 10)&lt;br /&gt;
(Fast Block\nReq.: Shield Handling 10) --&amp;gt; (Shield Slam\nReq.: Shield Handling 30)&lt;br /&gt;
(Shield Slam\nReq.: Shield Handling 30) --&amp;gt; (Thwarting Attack\nReq.: Shield Handling 50)&lt;br /&gt;
(Thwarting Attack\nReq.: Shield Handling 50) --&amp;gt; (Wall of Shields\nReq.: Shield Handling 70)&lt;br /&gt;
(Wall of Shields\nReq.: Shield Handling 70) --&amp;gt; (Infantry Wrath\nReq.: any weapons 100, Shield Handling 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fast Block&#039;&#039;&#039;: By feinting an attack, the attacker is able to put up an efficient defence and quickly block several of his opponent hits by swinging his shields to the right position.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Slam&#039;&#039;&#039;: Deliver a powerful blow with your shield stunning the opponent for some time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Thwarting Attack&#039;&#039;&#039;: Setup a powerful defensive attack. Next time you&#039;re under attack, use the opponent&#039;s force to hit back with the shield several times, knocking the opponent off for a few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wall of Shields&#039;&#039;&#039;: By raising his shield against the enemies the character is able to protect himself and his friends from the enemies.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Wrath&#039;&#039;&#039; [Common with [[Combat System#Infantry | Infantry style]]]: Fence your opponent’s weapon off with your shield then jump to hit him with the weapon. Stun for few second and high slash/blunt/pierce damage with jumped movement. Attack very fast and very hard to block attack.&lt;br /&gt;
&lt;br /&gt;
== Barbaric ==&lt;br /&gt;
&lt;br /&gt;
This style is designed to all the mighty warriors that likes to smash and bash in the fire of battles. Charge in and hit with the power of your strength and the blunt force of your weapon(s). This style doesn&#039;t require as much strengh as we think, the mass of the weapon contribute alone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Strength (STR) 50.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Mace &amp;amp; Hammer | Mace &amp;amp; Hammer]] level 10 or [[Players Guide/Skills#Sword | Sword]] level 10 or [[Players Guide/Skills#Axe | Axe]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all maces and hammers, all swords, all axes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Barbaric) --&amp;gt; (Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10)&lt;br /&gt;
(Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10) --&amp;gt; (Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30)&lt;br /&gt;
(Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30) --&amp;gt; (Guard Wreck\nReq.: Mace &amp;amp; Hammer 50 or Axe 50 or Sword 50, STR 200)&lt;br /&gt;
(Guard Wreck\nReq.: Mace &amp;amp; Hammer 50 or Axe 50 or Sword 50, STR 200) --&amp;gt; (Feint &amp;amp; Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70)&lt;br /&gt;
(Feint &amp;amp; Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70) --&amp;gt; (Whirlwind Strike\nReq.: Mace &amp;amp; Hammer 100 or Axe 100 or Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power Attack&#039;&#039;&#039;: Attacker swing his weapon onto opponent body sides. A powerful attack able to cause more damage but at the expenses of accuracy..&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mighty Swing&#039;&#039;&#039;: Attacker quickly gets down and swings his weapon toward the opponent&#039;s legs, then stands up and lands a second strike on any part of opponent&#039;s body, if the attack hits the head the damage is doubled. Powerful but less accurate. Cannot be used with defensive stances.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Guard Wreck&#039;&#039;&#039;: Using the weight of your weapon, smash right in the opponent guard rending him unavailable to attack properly for few second. This inflict opponent of an attack penalty.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Feint &amp;amp; Smash&#039;&#039;&#039;: The attacker feints a low hit toward the opponent&#039;s feet to attract his attention on blocking low, then makes a turn around and strike the opponent&#039;s other side. Give a few second attack advantage as opponent is knocked backward and stunned.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Whirlwind Strike&#039;&#039;&#039;: By using the full strength of the body the attacker swings his weapon making a circular attack. If not blocked from the start (by the target), the attacker will be able to deal damage to anyone around him. Not particulary accurate but do high damage.&lt;br /&gt;
&lt;br /&gt;
= Quest Chain Combat Styles =&lt;br /&gt;
&lt;br /&gt;
== Infantry ==&lt;br /&gt;
&lt;br /&gt;
As opposed to the Barbaric style, the Infantry style relies more on training and discipline than sheer strength. Soldiers are usually trained to fight with this style. The Infantry style is ideal when coupled with Shield Mastery for one-handed weapon users. This style can be used with any weapon. Equally good at attack and defense, this style is at a disadvantage against two handed weapon or polearms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: any [[Players Guide/Skills#Combat Skills | weapons skills]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Existing Quest Chain&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Infantry) --&amp;gt; (Set to Charge\nReq.: any weapons 10)&lt;br /&gt;
(Set to Charge\nReq.: any weapons 10) --&amp;gt; (Charge Block\nReq.: any weapons 30)&lt;br /&gt;
(Charge Block\nReq.: any weapons 30) --&amp;gt; (Counter Strike\nReq.: any weapons 50)&lt;br /&gt;
(Counter Strike\nReq.: any weapons 50) --&amp;gt; (Infantry Feint\nReq.: any weapons 70)&lt;br /&gt;
(Infantry Feint\nReq.: any weapons 70) --&amp;gt; (Infantry Wrath\nReq.: any weapons 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Set to Charge&#039;&#039;&#039;: Perform a frontal charge against the enemy. This attack requires preparation but gives a higher attack bonus for a period of time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Charge Block&#039;&#039;&#039;: By setting up to receive a charge, the attacker is given a defensive bonus at the expense of attack power. If the attacker is performing a Charge, will deal extra damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Counter Strike&#039;&#039;&#039;: By preparing oneself to receive the attack, the defender can fire a counterstrike for greater effects.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Feint&#039;&#039;&#039;: Attacker bend his weapon to the opponent one then push him over before delineating a powerful blow on opponent back. Stun opponent for few second.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Wrath&#039;&#039;&#039;: Fence your opponent weapon off with your shield then jump hit him with the weapon. Stun for few second and high slash/blunt/pierce damage with jumped movement. Very fast move, unblockable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Assassin ==&lt;br /&gt;
&lt;br /&gt;
This style is mostly used by the stealthy characters and the warriors that favor knives, daggers or shortswords use. It requires agility, has a deadly attack power but is less good in defense. Disadvantage against &amp;quot;barbaric&amp;quot; opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Agility 100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: Assassin Weapon 10, Knife &amp;amp; Dagger or Sword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knives, daggers, shortswords&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Assassin\nReq.: Agility 100, Knife &amp;amp; Dagger 10 or Sword 10) --&amp;gt; (Lethal Takedown\nReq.: Skill 10)&lt;br /&gt;
(Assassin\nReq.: Agility 100, Knife &amp;amp; Dagger 10 or Sword 10) --&amp;gt; (Dark Cloak\nReq.: Skill 10)&lt;br /&gt;
(Lethal Takedown\nReq.: Skill 10) --&amp;gt; (Slit the Throat\nReq.: Skill 30)&lt;br /&gt;
(Dark Cloak\nReq.: Skill 10) --&amp;gt; (Slit the Throat\nReq.: Skill 30)&lt;br /&gt;
(Slit the Throat\nReq.: Skill 30) --&amp;gt; (Backstabbing Blow\nReq.: Skill 60)&lt;br /&gt;
(Backstabbing Blow\nReq.: Skill 60) --&amp;gt; (Bloodthirst\nReq.: Skill 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Lethal Takedown&#039;&#039;: From the opponent&#039;s back, attacker take the opponent down by hitting him on heels or the legs. This attack can stun the opponent for few seconds. Agressive Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slit the Throat&#039;: Attacker attacks from behind the opponent&#039;s back and grab the opponent&#039;s head, making path free to slit his throat. It requires a good timing and concentration but is able to inflict a letal wound.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dark Cloak&#039;&#039;: Attacker concentrate his stealth knowledge and coats himself into shadows. As he crouches, the opponent is unable to see or touch him for a few second. Full defensive needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Backstabbing Blow&#039;&#039;: Attacker grabs opponent wrist, turns around on himself while pulling opponent forward and stab him in the back or inflict a powerfull punching blow. High Pierce/Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Bloodthirst&#039;&#039;: A fast-paced kill moove. Standing behind the opponent, attacker bring his weapon up to the right and slash it down to the left across his body, repeat the moove from top left to bottom right then finish on a down to up moove. Attacker inflict high slash damage on each moove (3). For melee users, Blunt damage with a bonus if player wearing crafted gauntlets. Bloody Stance needed.&lt;br /&gt;
&lt;br /&gt;
= Combat styles under development =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fencing ==&lt;br /&gt;
Fencing style is more refined and less brutal than other weapon styles, it relies more on agility and speed instead of sheer strength and muscle power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill level 10, Agility (AGI) 60&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Longsword, Shortsword, Sabre&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fencing) --&amp;gt; (A)&lt;br /&gt;
(Fencing) --&amp;gt; (B)&lt;br /&gt;
(A) --&amp;gt; (Feint\nReq.: AGI 80, Sword 20)&lt;br /&gt;
(B) --&amp;gt; (Feint\nReq.: AGI 80, Sword 20)&lt;br /&gt;
(Feint\nReq.: AGI 80, Sword 20) --&amp;gt; (Risposte\nReq.: AGI 80, Sword 40)&lt;br /&gt;
(Risposte\nReq.: AGI 80, Sword 40) --&amp;gt; (D\nReq.: AGI 80, Sword 60)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Left-hand ==&lt;br /&gt;
&lt;br /&gt;
This fighting style is sophisticate. It require an high flexibility and agility, beeing able to feint with suppleness and surprise the opponent with fast body and weapon moove. This style focus on the speed and attack power. Poor defense, this style is at disadvantage against shielded opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sword, Shortsword, Knife, Dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Left-hand) --&amp;gt; (Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10) --&amp;gt; (Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30)&lt;br /&gt;
(Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30) --&amp;gt; (The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100)&lt;br /&gt;
(The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100) --&amp;gt; (Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70) --&amp;gt; (Feint of the Left-hand\nReq.: Sword 100, Knife &amp;amp; Dagger 100, Agility 200)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Thrust&#039;&#039;: Attacker raise sword horizontaly and parry opponent attack for few second. He, while then, lay down a bit and thrust forward at the opponent onto the chest with the dagger. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Cross Parry&#039;&#039;: Attacker cross firmly his sword and dagger hilts and parry opponent attack. Attacker then push his opponent backward and quickly open his arms, giving fast slash of his weapons. Slight Defense advantage for a few second. Eventual slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Sliding&#039;&#039;: Attacker quickly side face opponent, the tip of the sword up letting opponent weapon slide along his sword blade. Opponent is driven forward by his movement and attacker raise left hand above and stab his neck. Give time for attacker to step back.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Hilt Catch&#039;&#039;: Quickly dodge opponent attack with a side step and catch the hilt of his weapon with the dagger. Follow with a fast slash of the sword. High pierce damage. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Feint of the Left-hand&#039;&#039;: Attacker engage the opponent with main weapon (sword) by doing big whirls. Attract your opponent attention on your main weapon then surprise him with a swift attack of the left-hand weapon (small weapon). Easily pierce opponent defense. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
== Two-Axe ==&lt;br /&gt;
&lt;br /&gt;
The axe is a perfect compromise between sword and hammer, give the speed and slash damage of the sword and permit attacker to crush on opponent like with an hammer. This style is highly balanced but hard to master. Primary mean of defense is dodging for axe weilders. Good for speedy, deadly attack and nasty tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Axe skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all axes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-Axe) --&amp;gt; (Close Whack\nReq.: Axe 10)&lt;br /&gt;
(Close Whack\nReq.: Axe 10) --&amp;gt; (Block and Poke\nReq.: Axe 30)&lt;br /&gt;
(Block and Poke\nReq.: Axe 30) --&amp;gt; (Strike and Pull\nReq.: Axe 50)&lt;br /&gt;
(Strike and Pull\nReq.: Axe 50) --&amp;gt; (Tricked Hook\nReq.: Axe 70)&lt;br /&gt;
(Tricked Hook\nReq.: Axe 70) --&amp;gt; (Master Blow\nReq.: Axe 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Close Whack&#039;&#039;: Power moove for close combat. Attacker whack opponent on the head with the end of his axe&#039;s haft. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Block and Poke&#039;&#039;: With right-hand axe haft, attacker block opponent move and poke in the pit of his stomach by a blunt thrust of his left-hand axe-head. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Strike and Pull&#039;&#039;: Swing axe aiming at the ennemy and when the haft strikes the ennemy&#039;s body, the attacker fix the axe in that position and then shift the whole body back by sliding the rear foot backward. Attack bonus. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Tricked Hook&#039;&#039;: Attacker hook over the neck of opponent with axe head to compel him to move in another direction. Attacker can then smash his other axe onto the back of the opponent. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Master Blow&#039;&#039;: The wielder swirl his axes around, confusing his opponent before delivring a double straight blow. The attacker use the balance of his axes to concentrate all the force of the blow into a small section of the edge so the axes has enough power to punch throught helmet or mail. High pierce damage. Bloody stance needed, bad defense for attacker.&lt;br /&gt;
&lt;br /&gt;
== Two-handed Fencing ==&lt;br /&gt;
&lt;br /&gt;
This style is very popular among the warriors, especially the tall races. A claymore permit to attack with an extra range and use the weapon lenght to do more damage. Those weapon are designed for close combat and duels. They make up for the weapon&#039;s slowness on the defence and can allow another blade to be momentarily trapped or bound up. Style Equally good in attack and defense, it require strenght, endurance and a good technique. Very effective against armored opponent. Disadvantage against small weapon users.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Strength 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: claymore&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-handed Fencing) --&amp;gt; (Edge Cut\nReq.: Sword 10)&lt;br /&gt;
(Edge Cut\nReq.: Sword 10) --&amp;gt; (Angry Charge\nReq.: Sword 30)&lt;br /&gt;
(Angry Charge\nReq.: Sword 30) --&amp;gt; (Metal Barrier\nReq.: Strength 200, Endurance 200)&lt;br /&gt;
(Metal Barrier\nReq.: Strength 200, Endurance 200) --&amp;gt; (The Bound\nReq.: Sword 70)&lt;br /&gt;
(The Bound\nReq.: Sword 70) --&amp;gt; (Blade Swirl\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Edge Cut&#039;&#039;: Attacker whirls around his claymore horizontaly  from up right to down on his opponent shoulders or arms with the sharp edge of the blade. This large moove describe almost a complet circle which increase the impact force. High slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Angry Charge&#039;&#039;: Attacker start with a high stance, with claymore above his head, the tip of the sword menacing the opponent face, both hands on the pommel. Attacker extend his arms in front of him then moove forward in a charge, straight to the target. Fast Attack with high pierce damage if not blocked.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Metal Barrier&#039;&#039;: Attacker present his claymore horizontaly, left hand on the pommel, right hand grabing the blade firmly, presenting the open space to the opponent weapon for an effective block. Efficient on defensives modes. Require to wear armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Bound&#039;&#039;: Attacker firmly stop opponent attack moove by putting his weapon blade against his opponent one. He then exert a pression to drive the opponent weapon away without cuting the blades bound. Attacker get close by opponent, his blade slipping straight to the opponent body. Defense bonus + Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Swirl&#039;&#039;: Close combat moove. Right hand on the pommel, left hand in the middle of the blade, the tip of the claymore pointed toward the ennemy&#039;s head, Attacker gives a powerfull hit on the opponent helmet with the tip of the blade, Attacker then swirl his blade around, pommel forward he excute a low sweep toward opponent legs. This combo is unstoppable, give high pierce then blunt damage. Require to wear armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
== Staff and Spear ==&lt;br /&gt;
&lt;br /&gt;
Combat with a stick or a quaterstaff has a long and varied history mostly due to the fact that it is very easy to manufacture. The quaterstaff is a long, slender club like structure that is used to deliver blunt, crushing blows. It is traditionaly made of oak or ash. The lenght can vary from 1,8 to 5,4 meters. This weapons is mostly used by martial art practitioners to keep ennemy at range. All the fighting maneuvers are fast-paced. Require an high agility and accuracy. This weapon can hurt even armored opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Polearm &amp;amp; Spear skill 0, Agility 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all polearm &amp;amp; spear weapons&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Staff &amp;amp; Spear) --&amp;gt; (Downward Strike\nReq.: Polearm &amp;amp; Spear 10)&lt;br /&gt;
(Downward Strike\nReq.: Polearm &amp;amp; Spear 10) --&amp;gt; (Defense Manoeuver\nReq.: Endurance 100, Agility 100)&lt;br /&gt;
(Defense Manoeuver\nReq.: Endurance 100, Agility 100) --&amp;gt; (Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150)&lt;br /&gt;
(Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150) --&amp;gt; (Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200)&lt;br /&gt;
(Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200) --&amp;gt; (Thrust Fury\nReq.: Polearm &amp;amp; Spear 100, Endurance 300, Agility 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Downward Strike&#039;&#039;: Staff hold by the non-dominant hand at the base of the weapon, other hand placed a quarter of the way up the staff. Attacker then drop the top hand to deliver a blow with the quarterstaff on opponent mid-section. Then, the warrior deliver an overhead blow to the back of the ennemy as he crouche over in pain. Double blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defense Manoeuver&#039;&#039;: Attacker block any blow by mooving his dominant hand which should be placed a quarter of the way up the staff. Bottom hand remain stationary while the dominant hand move in the direction that the blow is coming from. This moove is very precise and permit attacker to block most of the attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Upward Strike&#039;&#039;: Attacker left shoulder face opponent left shoulder. Long range. Attacker step forward opponent, knees sightly bent, attacker give a quick blow at the left side of opponent head with the left tip of the quaterstaff. Attacker then quickly change side and bring the right end of the staff up in a blow at the opposite side of opponent head. Double Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Stun&#039;&#039;: Body well cocked for maximum striking force, holding the staff straight behind him, attacker deliver a powerful horizontal strike at any part of opponent body. Bloody Stance. An hit delivred with this moove stun the opponent for few second. Too much use of this maneuver tire the weilder.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Thrust Fury&#039;&#039;: A multiple smash and hit maneuver. Attacker Start by holding the staff with one hand while resting the butt firmly on the ground. Attacker give a slight hit of the staff onto opponent weapon fencing it off. He then grab staff with both hand and thrust onto opponent chest (blunt damage with staf, pierce with polearm). Then, quickly give a large hit of the staff bottom onto opponent back, turns on himself and thrust once more with the tip of the staff. 3 hits in a row into a fast-paced moove.&lt;br /&gt;
&lt;br /&gt;
== Wasp ==&lt;br /&gt;
&lt;br /&gt;
The use of two daggers permit the wielder a very fast-paced combat. The warrior can moove around easily, dodges blows and afflict multiple slash in a row. Strategicaly this style consist in a constant harassment of the opponent. The upmost point of this style is to always keep the dagger forward, in an intimidation moove, highly offensive. This fighting style has a poor defense power, the attack delivred aren&#039;t very powerfull but constant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knife, dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Wasp) --&amp;gt; (Scratch\nReq.: Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Scratch\nReq.: Knife &amp;amp; Dagger 10) --&amp;gt; (Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100)&lt;br /&gt;
(Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100) --&amp;gt; (Mooving Target\nReq.: Agility 200)&lt;br /&gt;
(Mooving Target\nReq.: Agility 200) --&amp;gt; (Assault\nReq.: Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Assault\nReq.: Knife &amp;amp; Dagger 70) --&amp;gt; (Blade Storm\nReq.: Knife &amp;amp; Dagger 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Scratch&#039;&#039;: Attacker in an agressive stance, moove from left to right in a confusing motion, then jump on the opponent left side and gives two quick stabs. 2 pierce damage in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blackmail&#039;&#039;: Attacker hold both dagger vertically, the tip pointing to the ground. Attacker quickly grasp opponent weapon hilt with a dagger while afflicting quick cuts with the other dagger on opponent hands and forearms. Can give up to 4 little slash hits in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Mooving Target&#039;&#039;: Attacker has strong foot forward, rear heel up, weapon in front of solar plexus, the other protect the throat. This stance permit attacker to moove left and right around the opponent, excecuting quick slashes of his blade on any part of the opponent body (up to 10 little slashes in a row depending on opponent defensive power). Defensive stance. Slight slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Assault&#039;&#039;: Attacker sprint charge a short distance straight onto opponent and suddently step to the left, thrust onto opponent body while passing by with right dagger and turn around on himself giving a large slash across body of his left dagger onto opponent back. 2 hits in a row with good pierce and slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Storm&#039;&#039;: Attacker moove forward, forming a up to down slash across body whirl with his arms in a very fast-paced moove, tips of the daggers pointing to the ground. When close enough of the opponent, attacker jump and plant his dagger onto opponent shoulder or neck until the hilt. Multiple slash damages and a last high pierce damage hit. Very difficult to parry.&lt;br /&gt;
&lt;br /&gt;
== Fists and Feet ==&lt;br /&gt;
&lt;br /&gt;
This style is the art of using the body as a weapon. It require from the warrior an high concentration and accuracy, not only for the fighting technique but also because a strong mental is needed. The Fists and Feet user must constantly advance quickly and stay in a very close range to be more efficient. Size or force of the warrior doesn&#039;t matter as long as they master their technique and strategy. Can be very efficient against long range weapon if able to get closer to target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Melee skill 0, Agility 50, Strength 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fists and Feet) --&amp;gt; (One-inch Punch\nReq.: Melee 10)&lt;br /&gt;
(One-inch Punch\nReq.: Melee 10) --&amp;gt; (Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100)&lt;br /&gt;
(Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100) --&amp;gt; (Roundhouse Kick\nReq.: Melee 70)&lt;br /&gt;
(Roundhouse Kick\nReq.: Melee 70) --&amp;gt; (Defensive Stance\nReq.: Endurance 200, Agility 200)&lt;br /&gt;
(Defensive Stance\nReq.: Endurance 200, Agility 200) --&amp;gt; (The Great Chain\nReq.: Melee 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;One-inch Punch&#039;&#039;: Attacker stand with his fists very close to the target. He then make a quick movement of the wrist which is held with the knuckles facing out on a horizontal axis, the wrist is then moved up and a strike is produced with the botton two knuckles. Generate a tremendous amount of impact force at very close distance. High blunt damage. Damage increased if a Kran or if armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Vertical Rebound Punch&#039;&#039;: The limb directly in front of the chest, elbow down, Attacker sprint jump over opponent and deliver a first vertical punch down on opponent body. The vertical nature of the punch allows attacker to absord the rebound of the punch which increase the power of the second blow given afterward while landing. Double blunt damage, the second beeing bigger. Damage increased if a Kran or if wearing armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Roundhouse Kick&#039;&#039;: Can be done targeting the low, middle or high opponent body part. Side facing opponent, Attacker throw his leg, hips rotating into the kick in order to convey more power in it, using abdominal muscles in the act of rotation for more effect. Attacker raise up on the ball of his foot while kicking to allow greater pivoting speed and increase the power. Attacker hits with the shin which reduce the kick&#039;s reach but does more damage. Up to 2 hits in a row. High blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defensive Stance&#039;&#039;: Attacker jump up avoiding sweep attack, or switch left to right to avoid straight attack, using arms as barriers to block opponent attack. If two hits blocked in a row, a charge counter-attack is enabled. Average Blunt damage. High defensive rate. Defensive stances needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Great Chain&#039;&#039;: Fast-paced chain. Attacker step quickly to the left, block opponent attack with right arm and deliver a quick and powerfull punch with the joined fingers of the left hand onto ennemy&#039;s face. Attacker then excecute a low sweep kick in opponent legs which makes him fall backward, enough for attacker to throw a second and powerfull jumping punch on the stomach. Triple Blunt damage. Impossible to parry. A few second Stagger debuff to opponent.&lt;br /&gt;
&lt;br /&gt;
== Long Knife ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;long knifes&amp;quot; are sturdy weapons with thick and curved blades able to undergoes harsh blows. Sabre users can afflict powerfull hits, and pierce even the toughest armor for the best practitioners. The very structure of those weapons permit a fencing style of cut aswell as thrust. The Long Knife Style is very particular and can surprise the unaware opponents. Low defensive capacity, this style is all in the parry and counter-strike strategy. A close combat style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sabre, Broadsword, Falchion&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Long Knife) --&amp;gt; (Moulane Cut\nReq.: Sword 10)&lt;br /&gt;
(Moulane Cut\nReq.: Sword 10) --&amp;gt; (Slipping Thrust\nReq.: Sword 30)&lt;br /&gt;
(Slipping Thrust\nReq.: Sword 30) --&amp;gt; (Sword Fury\nReq.: Sword 50)&lt;br /&gt;
(Sword Fury\nReq.: Sword 50) --&amp;gt; (T Cross\nReq.: Sword 70)&lt;br /&gt;
(T Cross\nReq.: Sword 70) --&amp;gt; (Whirl Confusion\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Moulane Cut&#039;&#039;: En garde in front of opponent, attacker flips the sword from left to right with a slight moove of his wrist. Very fast attack which deliver an high cut damage to unaware ennemy.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slipping Thrust&#039;&#039;: Standing in front of opponent, attacker with strong leg forward will block an attack buy giving a slight hit on ennemy&#039;s weapon. His sword will stay bound to the ennemy&#039;s blade, slips against it then bounce up to give an hit on the head. Thrust damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Sword Fury&#039;&#039;: Attacker block an attack with right sabre, driving opponent weapon down then deliver a quick and powerfull slash across body from left to right, turn around on himself and reiterate. Double high slash damage. Hard to parry.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;T Cross&#039;&#039;: Attacker crosses his blades perpenducularly, orientating the crossing point for it to face opponent at any moment. If a hit is taken in the defensive block, attacker counter strike with right sword, inflicting a powerfull straight cut onto opponent body. Defensive stance needed. Good cut damage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Whirl Confusion&#039;&#039;: Attacker makes a quick vertical whirl with his right hand weapon while mooving toward opponent, unable to parry the charge without some slight slash damage. Attacker finish on a quick low slash onto opponent legs. Multiple slight slash damage if oponent on defensive stance. High slash damage onto the legs. Stun for few seconds.&lt;br /&gt;
&lt;br /&gt;
== Swordmaster ==&lt;br /&gt;
&lt;br /&gt;
The swordmaster dual-weilding is able to moove around his target and realise beautifull technical swing of his swords, mostly with the same type of weapon in each hands. This style is generaly not used in a battle field due to it beeing hard to learn and difficult to master (hard to learn to use the left hand as good as the right). This Style is good in a one on one situation but very less good against a group of target or against archers. It&#039;s mostly a parry and riposte style. Wielder of two swords must be able to quickly switch stances and sword position to keep the inbalance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Shortsword, Longsword, Broadsword&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Swordmaster) --&amp;gt; (Offensive Defense\nReq.: Sword 10)&lt;br /&gt;
(Offensive Defense\nReq.: Sword 10) --&amp;gt; (The Scissor\nReq.: Sword 30)&lt;br /&gt;
(The Scissor\nReq.: Sword 30) --&amp;gt; (The Embrace\nReq.: Sword 50)&lt;br /&gt;
(The Embrace\nReq.: Sword 50) --&amp;gt; (Counter-Swing\nReq.: Sword 70)&lt;br /&gt;
(Counter-Swing\nReq.: Sword 70) --&amp;gt; (Blade Stream\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Offensive Defense&#039;&#039;: Attacker use the defensive blade to find and bind opponent&#039;s blade(s) and shift them out of line as the offensive blade moves in with a cut or thrust as the opponent&#039;s exposed body. Defensive Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Scissor&#039;&#039;: Attacker trap opponent weapon(s) in the distal space between his crossed blades and then close the space with a scissoring motion to keep the opposing weapon(s) trapped as attacker thrust both blades simultaneously into ennemy&#039;s face, throat or body. Both defense and attack point. Defensive Stance needed. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Embrace&#039;&#039;: Attacker face opponent legs spreads and arms opponent, tip of his sword pointing up, he hit opponent weapon(s) with left hand then excecute a large slash across body from left to right on opponent chest. High slash damage. Normal Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Counter Swing&#039;&#039;: Attacker block an incoming hit with his left hand sword then immediatly swing with main sword (right hand) toward the forearm of the opponent&#039;s main arm. Attacker then follow-up with a attack to opponent legs. Double slash damage. Agressive stance neeeded.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Stream&#039;&#039;: Attacker slashes an X at opponent, first from top to bottom and then bottom to top. Attacker then makes a diagonal slash with the right sword, top-right to bottom-left, spin left and uses this momentum to deal a horizontal right to left slash with left sword. Fast-paced moove with 4 slash damage in a row. Bloody stance needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Engine documents]] [[Category:Server Design]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=21003</id>
		<title>Combat System</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=21003"/>
		<updated>2016-02-19T17:40:31Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: /* Secondary Combat Styles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= List of Combat buffs/debuffs =&lt;br /&gt;
&lt;br /&gt;
== Attack Advantage ==&lt;br /&gt;
This buff gives the attacker a better chance to hit the opponent; it&#039;s harder for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Attack Disadvantage==&lt;br /&gt;
This debuff makes it harder for the opponent to DODGE incoming attacks.&lt;br /&gt;
&lt;br /&gt;
==Defence Advantage==&lt;br /&gt;
This buff boost the attacker&#039;s defence by making it easier for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Defence Disadvantage==&lt;br /&gt;
This debuff lower the target&#039;s defence by making it harder for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Block Advantage==&lt;br /&gt;
This buff boost the attacker&#039;s parrying capability by making it easier for him to BLOCK.&lt;br /&gt;
&lt;br /&gt;
==Block Disadvantage==&lt;br /&gt;
This debuff lower the target&#039;s parrying capability by making it harder for him to BLOCK.&lt;br /&gt;
&lt;br /&gt;
==Block Hampering==&lt;br /&gt;
Next attempt to BLOCK will automatically fail.&lt;br /&gt;
&lt;br /&gt;
==Automatic Block==&lt;br /&gt;
Next attempt to BLOCK will automatically succeed.&lt;br /&gt;
&lt;br /&gt;
==Extra Damage==&lt;br /&gt;
Extra damage is applied directly after the target has been hit, there can be several type of damage. The most common are: piercing, bludgeoning, slashing.&lt;br /&gt;
&lt;br /&gt;
==Stun==&lt;br /&gt;
The attacker is unable to move for a few second.&lt;br /&gt;
&lt;br /&gt;
==Bleeding==&lt;br /&gt;
The target is wounded and the wound causes a bleeding. The target lose health over time.&lt;br /&gt;
&lt;br /&gt;
==Fatigue==&lt;br /&gt;
The attack fatigue the target, he lose physical stamina over time.&lt;br /&gt;
&lt;br /&gt;
==Maim==&lt;br /&gt;
The attacker is severely wounded his endurance is penalized for some time.&lt;br /&gt;
&lt;br /&gt;
==Ensnare==&lt;br /&gt;
The attacker movement is hampered, his agility is penalized.&lt;br /&gt;
&lt;br /&gt;
==Interrupt Spellcasting==&lt;br /&gt;
This attack is specially aimed at interrupting a spellcaster from casting their spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Main Combat Styles =&lt;br /&gt;
&lt;br /&gt;
== Single Handed Sword ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Knives &amp;amp; Daggers | Knives &amp;amp; Daggers]] level 10 or [[Players Guide/Skills#Sword | Sword]] level 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all swords, all knives and daggers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Single Handed Sword) --&amp;gt; (Side Thrust\nReq.: sword 10)&lt;br /&gt;
(Side Thrust\nReq.: sword 10) --&amp;gt; (Lunge\nReq.: sword 30)&lt;br /&gt;
(Lunge\nReq.: sword 30) --&amp;gt; (Beat Attack\nReq.: sword 50)&lt;br /&gt;
(Beat Attack\nReq.: sword 50) --&amp;gt; (Disengage\nReq.: sword 70)&lt;br /&gt;
(Disengage\nReq.: sword 70) --&amp;gt; (Circular Parry\nReq.: sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Side Thrust&#039;&#039;&#039;: A sword attack hitting with the blade edge.&lt;br /&gt;
* &#039;&#039;&#039;Lunge&#039;&#039;&#039;: An attack made by extending the front leg, using a slight kicking motion and propelling the body forward with the back leg.&lt;br /&gt;
* &#039;&#039;&#039;Beat Attack&#039;&#039;&#039;: The attacker beats the opponent&#039;s blade to gain priority and continues the assault against the target area.&lt;br /&gt;
* &#039;&#039;&#039;Disengage&#039;&#039;&#039;: Attacker begin his attack in one direction, moving quickly, then point down in a semi-circle to attack a different location. A feint used to trick the opponent into blocking in the wrong direction.&lt;br /&gt;
* &#039;&#039;&#039;Circular Parry&#039;&#039;&#039; : The attacker sword is twisted in a circle to catch the opponent&#039;s weapon tip and deflect it away. It is commonly used to counter a disengage. An advanced defensive technique.&lt;br /&gt;
&lt;br /&gt;
== Archery ==&lt;br /&gt;
&lt;br /&gt;
The hunters, the rangers or even the stealthy characters might choose the bows for its high accuracy, keeping ennemy at far range. The archer has a poor defense but he can take on a lot of ennemies in few seconds with deadly shots. Archery is hard to master but a well rewarding style.&lt;br /&gt;
Strenght is vital for the archer, allowing him to draw longer bows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Ranged | Ranged]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all bows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Archery) --&amp;gt; (Precise Shot\nReq.: all bows, Ranged 10)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Rapid Shot\nReq.: shortbow, Ranged 30)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Snap Shot\nReq.: longbow,  Ranged 30, STR 100)&lt;br /&gt;
(Rapid Shot\nReq.: shortbow, Ranged 30) --&amp;gt; (Kneeled Aim\nReq.: shortbow, Ranged 50)&lt;br /&gt;
(Snap Shot\nReq.: longbow,  Ranged 30, STR 100) --&amp;gt; (Ulber Shot\nReq.: longbow, Ranged 50, STR 200)&lt;br /&gt;
(Kneeled Aim\nReq.: shortbow, Ranged 50) --&amp;gt; (Hail of Arrows\nReq.: shortbow, Ranged 70)&lt;br /&gt;
(Ulber Shot\nReq.: longbow, Ranged 50, STR 200) --&amp;gt; (Pierce the Fortress\nReq.: longbow, Ranged 70, STR 300)&lt;br /&gt;
(Hail of Arrows\nReq.: shortbow, Ranged 70) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100, STR 300)&lt;br /&gt;
(Pierce the Fortress\nReq.: longbow, Ranged 70, STR 300) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100, STR 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Precise Shot&#039;&#039;&#039;: Slower but more precise shot, takes longer and inflitcs higher damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rapid Shot&#039;&#039;&#039;: Attacker aim the opponent, draw the string with the thumb, which allow him to walk left and right while shooting arrows very quickly. Attacker can shoot many arrows in few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Snap-Shot&#039;&#039;&#039;: Archer release a first arrow onto target, immediatly followed by a second arrow, slightly delayed, inflicting a powerful double attack with increased damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kneeled Aim&#039;&#039;&#039;: Attacker kneel onto the ground then sit on his heels. Attacker raise the bow, draw the string until the back of the arrow reach the corner of his mouth with three finger and aim right into the opponent chest, almost at close range. No defensive stance possible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ulber Shot&#039;&#039;&#039;: Archer pull the string, which require a good endurance and release an arrow that stagger opponent for few second. Stun effect.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hail of Arrows&#039;&#039;&#039;: Attacker hold several arrows in between the fingers of the draw hand, allowing fast repeat shots. A quick hail of arrows, you&#039;re luck if you&#039;ve not been shot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pierce the Fortress&#039;&#039;&#039;: Attacker aim and release a powerful arrow penetrating mail and plate mail and possibly affecting several aligned targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Incendiary Arrows&#039;&#039;&#039;: By alchemical means, attacker set his arrow on fire, aim and release a &amp;quot;rain&amp;quot; of arrows. Damage over time. Require the possession of a specific potion and the spell Flaming Weapon to be Off.&lt;br /&gt;
&lt;br /&gt;
== War Hammering ==&lt;br /&gt;
&lt;br /&gt;
The War Hammering fighting style is particulary efficient against an armored opponent or group of opponent, especially against plate mail in close combat action.  Hammers and maces allow one to maintain typical long reach of swords while still inflicting damage to armored opponent. This fighting style is slow and can be dodged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Strength (STR) 50.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Mace &amp;amp; Hammer | Mace &amp;amp; Hammer]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all mace &amp;amp; hammer weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(War Hammering) --&amp;gt; (Arm Smash\nReq.: Mace &amp;amp; Hammer 10)&lt;br /&gt;
(Arm Smash\nReq.: Mace &amp;amp; Hammer 10) --&amp;gt; (Break the Guard\nReq.: Mace &amp;amp; Hammer 30)&lt;br /&gt;
(Break the Guard\nReq.: Mace &amp;amp; Hammer 30) --&amp;gt; (Battering Ram\nReq.: Mace &amp;amp; Hammer 50, STR 150)&lt;br /&gt;
(Battering Ram\nReq.: Mace &amp;amp; Hammer 50, STR 150) --&amp;gt; (Shield Pinning\nReq.: Mace &amp;amp; Hammer 70)&lt;br /&gt;
(Shield Pinning\nReq.: Mace &amp;amp; Hammer 70) --&amp;gt; (Swirling Hammer\nReq.: Mace &amp;amp; Hammer 100, STR 250)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arm Smash&#039;&#039;&#039;: Attacker use the head of his mace or hammer to attack his opponent&#039;s armed hand. Slow but  gives the opponent an attack malus for few seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Secondary Combat Styles =&lt;br /&gt;
&lt;br /&gt;
== Shield Mastery ==&lt;br /&gt;
&lt;br /&gt;
This style hightly favor the defense. The attacker can favor heavy shields to create a true wall around him or favor light ones and use them as weapons delivring blunt damage. Good defensive ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Shield Handling | Shield Handling]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Shield Mastery) --&amp;gt; (Fast Block\nReq.: Shield Handling 10)&lt;br /&gt;
(Fast Block\nReq.: Shield Handling 10) --&amp;gt; (Shield Slam\nReq.: Shield Handling 30)&lt;br /&gt;
(Shield Slam\nReq.: Shield Handling 30) --&amp;gt; (Thwarting Attack\nReq.: Shield Handling 50)&lt;br /&gt;
(Thwarting Attack\nReq.: Shield Handling 50) --&amp;gt; (Wall of Shields\nReq.: Shield Handling 70)&lt;br /&gt;
(Wall of Shields\nReq.: Shield Handling 70) --&amp;gt; (Infantry Wrath\nReq.: any weapons 100, Shield Handling 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fast Block&#039;&#039;&#039;: By feinting an attack, the attacker is able to put up an efficient defence and quickly block several of his opponent hits by swinging his shields to the right position.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Slam&#039;&#039;&#039;: Deliver a powerful blow with your shield stunning the opponent for some time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Thwarting Attack&#039;&#039;&#039;: Setup a powerful defensive attack. Next time you&#039;re under attack, use the opponent&#039;s force to hit back with the shield several times, knocking the opponent off for a few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wall of Shields&#039;&#039;&#039;: By raising his shield against the enemies the character is able to protect himself and his friends from the enemies.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Wrath&#039;&#039;&#039; [Common with [[Combat System#Infantry | Infantry style]]]: Fence your opponent’s weapon off with your shield then jump to hit him with the weapon. Stun for few second and high slash/blunt/pierce damage with jumped movement. Attack very fast and very hard to block attack.&lt;br /&gt;
&lt;br /&gt;
== Barbaric ==&lt;br /&gt;
&lt;br /&gt;
This style is designed to all the mighty warriors that likes to smash and bash in the fire of battles. Charge in and hit with the power of your strength and the blunt force of your weapon(s). This style doesn&#039;t require as much strengh as we think, the mass of the weapon contribute alone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Strength (STR) 50.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Mace &amp;amp; Hammer | Mace &amp;amp; Hammer]] level 10 or [[Players Guide/Skills#Sword | Sword]] level 10 or [[Players Guide/Skills#Axe | Axe]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all maces and hammers, all swords, all axes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Barbaric) --&amp;gt; (Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10)&lt;br /&gt;
(Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10) --&amp;gt; (Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30)&lt;br /&gt;
(Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30) --&amp;gt; (Guard Wreck\nReq.: Mace &amp;amp; Hammer 50 or Axe 50 or Sword 50, STR 200)&lt;br /&gt;
(Guard Wreck\nReq.: Mace &amp;amp; Hammer 50 or Axe 50 or Sword 50, STR 200) --&amp;gt; (Feint &amp;amp; Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70)&lt;br /&gt;
(Feint &amp;amp; Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70) --&amp;gt; (Whirlwind Strike\nReq.: Mace &amp;amp; Hammer 100 or Axe 100 or Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power Attack&#039;&#039;&#039;: Attacker swing his weapon onto opponent body sides. A powerful attack able to cause more damage but at the expenses of accuracy..&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mighty Swing&#039;&#039;&#039;: Attacker quickly gets down and swings his weapon toward the opponent&#039;s legs, then stands up and lands a second strike on any part of opponent&#039;s body, if the attack hits the head the damage is doubled. Powerful but less accurate. Cannot be used with defensive stances.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Guard Wreck&#039;&#039;&#039;: Using the weight of your weapon, smash right in the opponent guard rending him unavailable to attack properly for few second. This inflict opponent of an attack penalty.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Feint &amp;amp; Smash&#039;&#039;&#039;: The attacker feints a low hit toward the opponent&#039;s feet to attract his attention on blocking low, then makes a turn around and strike the opponent&#039;s other side. Give a few second attack advantage as opponent is knocked backward and stunned.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Whirlwind Strike&#039;&#039;&#039;: By using the full strength of the body the attacker swings his weapon making a circular attack. If not blocked from the start (by the target), the attacker will be able to deal damage to anyone around him. Not particulary accurate but do high damage.&lt;br /&gt;
&lt;br /&gt;
= Quest Chain Combat Styles =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Assassin ==&lt;br /&gt;
&lt;br /&gt;
This style is mostly used by the stealthy characters and the warriors that favor knives, daggers or shortswords use. It requires agility, has a deadly attack power but is less good in defense. Disadvantage against &amp;quot;barbaric&amp;quot; opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Agility 100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: Assassin Weapon 10, Knife &amp;amp; Dagger or Sword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knives, daggers, shortswords&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Assassin\nReq.: Agility 100, Knife &amp;amp; Dagger 10 or Sword 10) --&amp;gt; (Lethal Takedown\nReq.: Skill 10)&lt;br /&gt;
(Assassin\nReq.: Agility 100, Knife &amp;amp; Dagger 10 or Sword 10) --&amp;gt; (Dark Cloak\nReq.: Skill 10)&lt;br /&gt;
(Lethal Takedown\nReq.: Skill 10) --&amp;gt; (Slit the Throat\nReq.: Skill 30)&lt;br /&gt;
(Dark Cloak\nReq.: Skill 10) --&amp;gt; (Slit the Throat\nReq.: Skill 30)&lt;br /&gt;
(Slit the Throat\nReq.: Skill 30) --&amp;gt; (Backstabbing Blow\nReq.: Skill 60)&lt;br /&gt;
(Backstabbing Blow\nReq.: Skill 60) --&amp;gt; (Bloodthirst\nReq.: Skill 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Lethal Takedown&#039;&#039;: From the opponent&#039;s back, attacker take the opponent down by hitting him on heels or the legs. This attack can stun the opponent for few seconds. Agressive Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slit the Throat&#039;: Attacker attacks from behind the opponent&#039;s back and grab the opponent&#039;s head, making path free to slit his throat. It requires a good timing and concentration but is able to inflict a letal wound.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dark Cloak&#039;&#039;: Attacker concentrate his stealth knowledge and coats himself into shadows. As he crouches, the opponent is unable to see or touch him for a few second. Full defensive needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Backstabbing Blow&#039;&#039;: Attacker grabs opponent wrist, turns around on himself while pulling opponent forward and stab him in the back or inflict a powerfull punching blow. High Pierce/Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Bloodthirst&#039;&#039;: A fast-paced kill moove. Standing behind the opponent, attacker bring his weapon up to the right and slash it down to the left across his body, repeat the moove from top left to bottom right then finish on a down to up moove. Attacker inflict high slash damage on each moove (3). For melee users, Blunt damage with a bonus if player wearing crafted gauntlets. Bloody Stance needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combat styles under development =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fencing ==&lt;br /&gt;
Fencing style is more refined and less brutal than other weapon styles, it relies more on agility and speed instead of sheer strength and muscle power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill level 10, Agility (AGI) 60&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Longsword, Shortsword, Sabre&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fencing) --&amp;gt; (A)&lt;br /&gt;
(Fencing) --&amp;gt; (B)&lt;br /&gt;
(A) --&amp;gt; (Feint\nReq.: AGI 80, Sword 20)&lt;br /&gt;
(B) --&amp;gt; (Feint\nReq.: AGI 80, Sword 20)&lt;br /&gt;
(Feint\nReq.: AGI 80, Sword 20) --&amp;gt; (Risposte\nReq.: AGI 80, Sword 40)&lt;br /&gt;
(Risposte\nReq.: AGI 80, Sword 40) --&amp;gt; (D\nReq.: AGI 80, Sword 60)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Left-hand ==&lt;br /&gt;
&lt;br /&gt;
This fighting style is sophisticate. It require an high flexibility and agility, beeing able to feint with suppleness and surprise the opponent with fast body and weapon moove. This style focus on the speed and attack power. Poor defense, this style is at disadvantage against shielded opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sword, Shortsword, Knife, Dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Left-hand) --&amp;gt; (Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10) --&amp;gt; (Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30)&lt;br /&gt;
(Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30) --&amp;gt; (The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100)&lt;br /&gt;
(The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100) --&amp;gt; (Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70) --&amp;gt; (Feint of the Left-hand\nReq.: Sword 100, Knife &amp;amp; Dagger 100, Agility 200)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Thrust&#039;&#039;: Attacker raise sword horizontaly and parry opponent attack for few second. He, while then, lay down a bit and thrust forward at the opponent onto the chest with the dagger. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Cross Parry&#039;&#039;: Attacker cross firmly his sword and dagger hilts and parry opponent attack. Attacker then push his opponent backward and quickly open his arms, giving fast slash of his weapons. Slight Defense advantage for a few second. Eventual slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Sliding&#039;&#039;: Attacker quickly side face opponent, the tip of the sword up letting opponent weapon slide along his sword blade. Opponent is driven forward by his movement and attacker raise left hand above and stab his neck. Give time for attacker to step back.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Hilt Catch&#039;&#039;: Quickly dodge opponent attack with a side step and catch the hilt of his weapon with the dagger. Follow with a fast slash of the sword. High pierce damage. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Feint of the Left-hand&#039;&#039;: Attacker engage the opponent with main weapon (sword) by doing big whirls. Attract your opponent attention on your main weapon then surprise him with a swift attack of the left-hand weapon (small weapon). Easily pierce opponent defense. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
== Two-Axe ==&lt;br /&gt;
&lt;br /&gt;
The axe is a perfect compromise between sword and hammer, give the speed and slash damage of the sword and permit attacker to crush on opponent like with an hammer. This style is highly balanced but hard to master. Primary mean of defense is dodging for axe weilders. Good for speedy, deadly attack and nasty tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Axe skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all axes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-Axe) --&amp;gt; (Close Whack\nReq.: Axe 10)&lt;br /&gt;
(Close Whack\nReq.: Axe 10) --&amp;gt; (Block and Poke\nReq.: Axe 30)&lt;br /&gt;
(Block and Poke\nReq.: Axe 30) --&amp;gt; (Strike and Pull\nReq.: Axe 50)&lt;br /&gt;
(Strike and Pull\nReq.: Axe 50) --&amp;gt; (Tricked Hook\nReq.: Axe 70)&lt;br /&gt;
(Tricked Hook\nReq.: Axe 70) --&amp;gt; (Master Blow\nReq.: Axe 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Close Whack&#039;&#039;: Power moove for close combat. Attacker whack opponent on the head with the end of his axe&#039;s haft. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Block and Poke&#039;&#039;: With right-hand axe haft, attacker block opponent move and poke in the pit of his stomach by a blunt thrust of his left-hand axe-head. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Strike and Pull&#039;&#039;: Swing axe aiming at the ennemy and when the haft strikes the ennemy&#039;s body, the attacker fix the axe in that position and then shift the whole body back by sliding the rear foot backward. Attack bonus. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Tricked Hook&#039;&#039;: Attacker hook over the neck of opponent with axe head to compel him to move in another direction. Attacker can then smash his other axe onto the back of the opponent. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Master Blow&#039;&#039;: The wielder swirl his axes around, confusing his opponent before delivring a double straight blow. The attacker use the balance of his axes to concentrate all the force of the blow into a small section of the edge so the axes has enough power to punch throught helmet or mail. High pierce damage. Bloody stance needed, bad defense for attacker.&lt;br /&gt;
&lt;br /&gt;
== Two-handed Fencing ==&lt;br /&gt;
&lt;br /&gt;
This style is very popular among the warriors, especially the tall races. A claymore permit to attack with an extra range and use the weapon lenght to do more damage. Those weapon are designed for close combat and duels. They make up for the weapon&#039;s slowness on the defence and can allow another blade to be momentarily trapped or bound up. Style Equally good in attack and defense, it require strenght, endurance and a good technique. Very effective against armored opponent. Disadvantage against small weapon users.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Strength 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: claymore&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-handed Fencing) --&amp;gt; (Edge Cut\nReq.: Sword 10)&lt;br /&gt;
(Edge Cut\nReq.: Sword 10) --&amp;gt; (Angry Charge\nReq.: Sword 30)&lt;br /&gt;
(Angry Charge\nReq.: Sword 30) --&amp;gt; (Metal Barrier\nReq.: Strength 200, Endurance 200)&lt;br /&gt;
(Metal Barrier\nReq.: Strength 200, Endurance 200) --&amp;gt; (The Bound\nReq.: Sword 70)&lt;br /&gt;
(The Bound\nReq.: Sword 70) --&amp;gt; (Blade Swirl\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Edge Cut&#039;&#039;: Attacker whirls around his claymore horizontaly  from up right to down on his opponent shoulders or arms with the sharp edge of the blade. This large moove describe almost a complet circle which increase the impact force. High slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Angry Charge&#039;&#039;: Attacker start with a high stance, with claymore above his head, the tip of the sword menacing the opponent face, both hands on the pommel. Attacker extend his arms in front of him then moove forward in a charge, straight to the target. Fast Attack with high pierce damage if not blocked.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Metal Barrier&#039;&#039;: Attacker present his claymore horizontaly, left hand on the pommel, right hand grabing the blade firmly, presenting the open space to the opponent weapon for an effective block. Efficient on defensives modes. Require to wear armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Bound&#039;&#039;: Attacker firmly stop opponent attack moove by putting his weapon blade against his opponent one. He then exert a pression to drive the opponent weapon away without cuting the blades bound. Attacker get close by opponent, his blade slipping straight to the opponent body. Defense bonus + Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Swirl&#039;&#039;: Close combat moove. Right hand on the pommel, left hand in the middle of the blade, the tip of the claymore pointed toward the ennemy&#039;s head, Attacker gives a powerfull hit on the opponent helmet with the tip of the blade, Attacker then swirl his blade around, pommel forward he excute a low sweep toward opponent legs. This combo is unstoppable, give high pierce then blunt damage. Require to wear armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
== Staff and Spear ==&lt;br /&gt;
&lt;br /&gt;
Combat with a stick or a quaterstaff has a long and varied history mostly due to the fact that it is very easy to manufacture. The quaterstaff is a long, slender club like structure that is used to deliver blunt, crushing blows. It is traditionaly made of oak or ash. The lenght can vary from 1,8 to 5,4 meters. This weapons is mostly used by martial art practitioners to keep ennemy at range. All the fighting maneuvers are fast-paced. Require an high agility and accuracy. This weapon can hurt even armored opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Polearm &amp;amp; Spear skill 0, Agility 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all polearm &amp;amp; spear weapons&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Staff &amp;amp; Spear) --&amp;gt; (Downward Strike\nReq.: Polearm &amp;amp; Spear 10)&lt;br /&gt;
(Downward Strike\nReq.: Polearm &amp;amp; Spear 10) --&amp;gt; (Defense Manoeuver\nReq.: Endurance 100, Agility 100)&lt;br /&gt;
(Defense Manoeuver\nReq.: Endurance 100, Agility 100) --&amp;gt; (Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150)&lt;br /&gt;
(Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150) --&amp;gt; (Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200)&lt;br /&gt;
(Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200) --&amp;gt; (Thrust Fury\nReq.: Polearm &amp;amp; Spear 100, Endurance 300, Agility 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Downward Strike&#039;&#039;: Staff hold by the non-dominant hand at the base of the weapon, other hand placed a quarter of the way up the staff. Attacker then drop the top hand to deliver a blow with the quarterstaff on opponent mid-section. Then, the warrior deliver an overhead blow to the back of the ennemy as he crouche over in pain. Double blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defense Manoeuver&#039;&#039;: Attacker block any blow by mooving his dominant hand which should be placed a quarter of the way up the staff. Bottom hand remain stationary while the dominant hand move in the direction that the blow is coming from. This moove is very precise and permit attacker to block most of the attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Upward Strike&#039;&#039;: Attacker left shoulder face opponent left shoulder. Long range. Attacker step forward opponent, knees sightly bent, attacker give a quick blow at the left side of opponent head with the left tip of the quaterstaff. Attacker then quickly change side and bring the right end of the staff up in a blow at the opposite side of opponent head. Double Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Stun&#039;&#039;: Body well cocked for maximum striking force, holding the staff straight behind him, attacker deliver a powerful horizontal strike at any part of opponent body. Bloody Stance. An hit delivred with this moove stun the opponent for few second. Too much use of this maneuver tire the weilder.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Thrust Fury&#039;&#039;: A multiple smash and hit maneuver. Attacker Start by holding the staff with one hand while resting the butt firmly on the ground. Attacker give a slight hit of the staff onto opponent weapon fencing it off. He then grab staff with both hand and thrust onto opponent chest (blunt damage with staf, pierce with polearm). Then, quickly give a large hit of the staff bottom onto opponent back, turns on himself and thrust once more with the tip of the staff. 3 hits in a row into a fast-paced moove.&lt;br /&gt;
&lt;br /&gt;
== Wasp ==&lt;br /&gt;
&lt;br /&gt;
The use of two daggers permit the wielder a very fast-paced combat. The warrior can moove around easily, dodges blows and afflict multiple slash in a row. Strategicaly this style consist in a constant harassment of the opponent. The upmost point of this style is to always keep the dagger forward, in an intimidation moove, highly offensive. This fighting style has a poor defense power, the attack delivred aren&#039;t very powerfull but constant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knife, dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Wasp) --&amp;gt; (Scratch\nReq.: Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Scratch\nReq.: Knife &amp;amp; Dagger 10) --&amp;gt; (Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100)&lt;br /&gt;
(Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100) --&amp;gt; (Mooving Target\nReq.: Agility 200)&lt;br /&gt;
(Mooving Target\nReq.: Agility 200) --&amp;gt; (Assault\nReq.: Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Assault\nReq.: Knife &amp;amp; Dagger 70) --&amp;gt; (Blade Storm\nReq.: Knife &amp;amp; Dagger 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Scratch&#039;&#039;: Attacker in an agressive stance, moove from left to right in a confusing motion, then jump on the opponent left side and gives two quick stabs. 2 pierce damage in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blackmail&#039;&#039;: Attacker hold both dagger vertically, the tip pointing to the ground. Attacker quickly grasp opponent weapon hilt with a dagger while afflicting quick cuts with the other dagger on opponent hands and forearms. Can give up to 4 little slash hits in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Mooving Target&#039;&#039;: Attacker has strong foot forward, rear heel up, weapon in front of solar plexus, the other protect the throat. This stance permit attacker to moove left and right around the opponent, excecuting quick slashes of his blade on any part of the opponent body (up to 10 little slashes in a row depending on opponent defensive power). Defensive stance. Slight slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Assault&#039;&#039;: Attacker sprint charge a short distance straight onto opponent and suddently step to the left, thrust onto opponent body while passing by with right dagger and turn around on himself giving a large slash across body of his left dagger onto opponent back. 2 hits in a row with good pierce and slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Storm&#039;&#039;: Attacker moove forward, forming a up to down slash across body whirl with his arms in a very fast-paced moove, tips of the daggers pointing to the ground. When close enough of the opponent, attacker jump and plant his dagger onto opponent shoulder or neck until the hilt. Multiple slash damages and a last high pierce damage hit. Very difficult to parry.&lt;br /&gt;
&lt;br /&gt;
== Fists and Feet ==&lt;br /&gt;
&lt;br /&gt;
This style is the art of using the body as a weapon. It require from the warrior an high concentration and accuracy, not only for the fighting technique but also because a strong mental is needed. The Fists and Feet user must constantly advance quickly and stay in a very close range to be more efficient. Size or force of the warrior doesn&#039;t matter as long as they master their technique and strategy. Can be very efficient against long range weapon if able to get closer to target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Melee skill 0, Agility 50, Strength 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fists and Feet) --&amp;gt; (One-inch Punch\nReq.: Melee 10)&lt;br /&gt;
(One-inch Punch\nReq.: Melee 10) --&amp;gt; (Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100)&lt;br /&gt;
(Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100) --&amp;gt; (Roundhouse Kick\nReq.: Melee 70)&lt;br /&gt;
(Roundhouse Kick\nReq.: Melee 70) --&amp;gt; (Defensive Stance\nReq.: Endurance 200, Agility 200)&lt;br /&gt;
(Defensive Stance\nReq.: Endurance 200, Agility 200) --&amp;gt; (The Great Chain\nReq.: Melee 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;One-inch Punch&#039;&#039;: Attacker stand with his fists very close to the target. He then make a quick movement of the wrist which is held with the knuckles facing out on a horizontal axis, the wrist is then moved up and a strike is produced with the botton two knuckles. Generate a tremendous amount of impact force at very close distance. High blunt damage. Damage increased if a Kran or if armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Vertical Rebound Punch&#039;&#039;: The limb directly in front of the chest, elbow down, Attacker sprint jump over opponent and deliver a first vertical punch down on opponent body. The vertical nature of the punch allows attacker to absord the rebound of the punch which increase the power of the second blow given afterward while landing. Double blunt damage, the second beeing bigger. Damage increased if a Kran or if wearing armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Roundhouse Kick&#039;&#039;: Can be done targeting the low, middle or high opponent body part. Side facing opponent, Attacker throw his leg, hips rotating into the kick in order to convey more power in it, using abdominal muscles in the act of rotation for more effect. Attacker raise up on the ball of his foot while kicking to allow greater pivoting speed and increase the power. Attacker hits with the shin which reduce the kick&#039;s reach but does more damage. Up to 2 hits in a row. High blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defensive Stance&#039;&#039;: Attacker jump up avoiding sweep attack, or switch left to right to avoid straight attack, using arms as barriers to block opponent attack. If two hits blocked in a row, a charge counter-attack is enabled. Average Blunt damage. High defensive rate. Defensive stances needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Great Chain&#039;&#039;: Fast-paced chain. Attacker step quickly to the left, block opponent attack with right arm and deliver a quick and powerfull punch with the joined fingers of the left hand onto ennemy&#039;s face. Attacker then excecute a low sweep kick in opponent legs which makes him fall backward, enough for attacker to throw a second and powerfull jumping punch on the stomach. Triple Blunt damage. Impossible to parry. A few second Stagger debuff to opponent.&lt;br /&gt;
&lt;br /&gt;
== Long Knife ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;long knifes&amp;quot; are sturdy weapons with thick and curved blades able to undergoes harsh blows. Sabre users can afflict powerfull hits, and pierce even the toughest armor for the best practitioners. The very structure of those weapons permit a fencing style of cut aswell as thrust. The Long Knife Style is very particular and can surprise the unaware opponents. Low defensive capacity, this style is all in the parry and counter-strike strategy. A close combat style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sabre, Broadsword, Falchion&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Long Knife) --&amp;gt; (Moulane Cut\nReq.: Sword 10)&lt;br /&gt;
(Moulane Cut\nReq.: Sword 10) --&amp;gt; (Slipping Thrust\nReq.: Sword 30)&lt;br /&gt;
(Slipping Thrust\nReq.: Sword 30) --&amp;gt; (Sword Fury\nReq.: Sword 50)&lt;br /&gt;
(Sword Fury\nReq.: Sword 50) --&amp;gt; (T Cross\nReq.: Sword 70)&lt;br /&gt;
(T Cross\nReq.: Sword 70) --&amp;gt; (Whirl Confusion\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Moulane Cut&#039;&#039;: En garde in front of opponent, attacker flips the sword from left to right with a slight moove of his wrist. Very fast attack which deliver an high cut damage to unaware ennemy.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slipping Thrust&#039;&#039;: Standing in front of opponent, attacker with strong leg forward will block an attack buy giving a slight hit on ennemy&#039;s weapon. His sword will stay bound to the ennemy&#039;s blade, slips against it then bounce up to give an hit on the head. Thrust damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Sword Fury&#039;&#039;: Attacker block an attack with right sabre, driving opponent weapon down then deliver a quick and powerfull slash across body from left to right, turn around on himself and reiterate. Double high slash damage. Hard to parry.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;T Cross&#039;&#039;: Attacker crosses his blades perpenducularly, orientating the crossing point for it to face opponent at any moment. If a hit is taken in the defensive block, attacker counter strike with right sword, inflicting a powerfull straight cut onto opponent body. Defensive stance needed. Good cut damage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Whirl Confusion&#039;&#039;: Attacker makes a quick vertical whirl with his right hand weapon while mooving toward opponent, unable to parry the charge without some slight slash damage. Attacker finish on a quick low slash onto opponent legs. Multiple slight slash damage if oponent on defensive stance. High slash damage onto the legs. Stun for few seconds.&lt;br /&gt;
&lt;br /&gt;
== Swordmaster ==&lt;br /&gt;
&lt;br /&gt;
The swordmaster dual-weilding is able to moove around his target and realise beautifull technical swing of his swords, mostly with the same type of weapon in each hands. This style is generaly not used in a battle field due to it beeing hard to learn and difficult to master (hard to learn to use the left hand as good as the right). This Style is good in a one on one situation but very less good against a group of target or against archers. It&#039;s mostly a parry and riposte style. Wielder of two swords must be able to quickly switch stances and sword position to keep the inbalance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Shortsword, Longsword, Broadsword&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Swordmaster) --&amp;gt; (Offensive Defense\nReq.: Sword 10)&lt;br /&gt;
(Offensive Defense\nReq.: Sword 10) --&amp;gt; (The Scissor\nReq.: Sword 30)&lt;br /&gt;
(The Scissor\nReq.: Sword 30) --&amp;gt; (The Embrace\nReq.: Sword 50)&lt;br /&gt;
(The Embrace\nReq.: Sword 50) --&amp;gt; (Counter-Swing\nReq.: Sword 70)&lt;br /&gt;
(Counter-Swing\nReq.: Sword 70) --&amp;gt; (Blade Stream\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Offensive Defense&#039;&#039;: Attacker use the defensive blade to find and bind opponent&#039;s blade(s) and shift them out of line as the offensive blade moves in with a cut or thrust as the opponent&#039;s exposed body. Defensive Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Scissor&#039;&#039;: Attacker trap opponent weapon(s) in the distal space between his crossed blades and then close the space with a scissoring motion to keep the opposing weapon(s) trapped as attacker thrust both blades simultaneously into ennemy&#039;s face, throat or body. Both defense and attack point. Defensive Stance needed. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Embrace&#039;&#039;: Attacker face opponent legs spreads and arms opponent, tip of his sword pointing up, he hit opponent weapon(s) with left hand then excecute a large slash across body from left to right on opponent chest. High slash damage. Normal Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Counter Swing&#039;&#039;: Attacker block an incoming hit with his left hand sword then immediatly swing with main sword (right hand) toward the forearm of the opponent&#039;s main arm. Attacker then follow-up with a attack to opponent legs. Double slash damage. Agressive stance neeeded.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Stream&#039;&#039;: Attacker slashes an X at opponent, first from top to bottom and then bottom to top. Attacker then makes a diagonal slash with the right sword, top-right to bottom-left, spin left and uses this momentum to deal a horizontal right to left slash with left sword. Fast-paced moove with 4 slash damage in a row. Bloody stance needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Engine documents]] [[Category:Server Design]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=21002</id>
		<title>Combat System</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=21002"/>
		<updated>2016-02-19T17:32:42Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= List of Combat buffs/debuffs =&lt;br /&gt;
&lt;br /&gt;
== Attack Advantage ==&lt;br /&gt;
This buff gives the attacker a better chance to hit the opponent; it&#039;s harder for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Attack Disadvantage==&lt;br /&gt;
This debuff makes it harder for the opponent to DODGE incoming attacks.&lt;br /&gt;
&lt;br /&gt;
==Defence Advantage==&lt;br /&gt;
This buff boost the attacker&#039;s defence by making it easier for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Defence Disadvantage==&lt;br /&gt;
This debuff lower the target&#039;s defence by making it harder for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Block Advantage==&lt;br /&gt;
This buff boost the attacker&#039;s parrying capability by making it easier for him to BLOCK.&lt;br /&gt;
&lt;br /&gt;
==Block Disadvantage==&lt;br /&gt;
This debuff lower the target&#039;s parrying capability by making it harder for him to BLOCK.&lt;br /&gt;
&lt;br /&gt;
==Block Hampering==&lt;br /&gt;
Next attempt to BLOCK will automatically fail.&lt;br /&gt;
&lt;br /&gt;
==Automatic Block==&lt;br /&gt;
Next attempt to BLOCK will automatically succeed.&lt;br /&gt;
&lt;br /&gt;
==Extra Damage==&lt;br /&gt;
Extra damage is applied directly after the target has been hit, there can be several type of damage. The most common are: piercing, bludgeoning, slashing.&lt;br /&gt;
&lt;br /&gt;
==Stun==&lt;br /&gt;
The attacker is unable to move for a few second.&lt;br /&gt;
&lt;br /&gt;
==Bleeding==&lt;br /&gt;
The target is wounded and the wound causes a bleeding. The target lose health over time.&lt;br /&gt;
&lt;br /&gt;
==Fatigue==&lt;br /&gt;
The attack fatigue the target, he lose physical stamina over time.&lt;br /&gt;
&lt;br /&gt;
==Maim==&lt;br /&gt;
The attacker is severely wounded his endurance is penalized for some time.&lt;br /&gt;
&lt;br /&gt;
==Ensnare==&lt;br /&gt;
The attacker movement is hampered, his agility is penalized.&lt;br /&gt;
&lt;br /&gt;
==Interrupt Spellcasting==&lt;br /&gt;
This attack is specially aimed at interrupting a spellcaster from casting their spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Main Combat Styles =&lt;br /&gt;
&lt;br /&gt;
== Single Handed Sword ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Knives &amp;amp; Daggers | Knives &amp;amp; Daggers]] level 10 or [[Players Guide/Skills#Sword | Sword]] level 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all swords, all knives and daggers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Single Handed Sword) --&amp;gt; (Side Thrust\nReq.: sword 10)&lt;br /&gt;
(Side Thrust\nReq.: sword 10) --&amp;gt; (Lunge\nReq.: sword 30)&lt;br /&gt;
(Lunge\nReq.: sword 30) --&amp;gt; (Beat Attack\nReq.: sword 50)&lt;br /&gt;
(Beat Attack\nReq.: sword 50) --&amp;gt; (Disengage\nReq.: sword 70)&lt;br /&gt;
(Disengage\nReq.: sword 70) --&amp;gt; (Circular Parry\nReq.: sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Side Thrust&#039;&#039;&#039;: A sword attack hitting with the blade edge.&lt;br /&gt;
* &#039;&#039;&#039;Lunge&#039;&#039;&#039;: An attack made by extending the front leg, using a slight kicking motion and propelling the body forward with the back leg.&lt;br /&gt;
* &#039;&#039;&#039;Beat Attack&#039;&#039;&#039;: The attacker beats the opponent&#039;s blade to gain priority and continues the assault against the target area.&lt;br /&gt;
* &#039;&#039;&#039;Disengage&#039;&#039;&#039;: Attacker begin his attack in one direction, moving quickly, then point down in a semi-circle to attack a different location. A feint used to trick the opponent into blocking in the wrong direction.&lt;br /&gt;
* &#039;&#039;&#039;Circular Parry&#039;&#039;&#039; : The attacker sword is twisted in a circle to catch the opponent&#039;s weapon tip and deflect it away. It is commonly used to counter a disengage. An advanced defensive technique.&lt;br /&gt;
&lt;br /&gt;
== Archery ==&lt;br /&gt;
&lt;br /&gt;
The hunters, the rangers or even the stealthy characters might choose the bows for its high accuracy, keeping ennemy at far range. The archer has a poor defense but he can take on a lot of ennemies in few seconds with deadly shots. Archery is hard to master but a well rewarding style.&lt;br /&gt;
Strenght is vital for the archer, allowing him to draw longer bows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Ranged | Ranged]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all bows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Archery) --&amp;gt; (Precise Shot\nReq.: all bows, Ranged 10)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Rapid Shot\nReq.: shortbow, Ranged 30)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Snap Shot\nReq.: longbow,  Ranged 30, STR 100)&lt;br /&gt;
(Rapid Shot\nReq.: shortbow, Ranged 30) --&amp;gt; (Kneeled Aim\nReq.: shortbow, Ranged 50)&lt;br /&gt;
(Snap Shot\nReq.: longbow,  Ranged 30, STR 100) --&amp;gt; (Ulber Shot\nReq.: longbow, Ranged 50, STR 200)&lt;br /&gt;
(Kneeled Aim\nReq.: shortbow, Ranged 50) --&amp;gt; (Hail of Arrows\nReq.: shortbow, Ranged 70)&lt;br /&gt;
(Ulber Shot\nReq.: longbow, Ranged 50, STR 200) --&amp;gt; (Pierce the Fortress\nReq.: longbow, Ranged 70, STR 300)&lt;br /&gt;
(Hail of Arrows\nReq.: shortbow, Ranged 70) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100, STR 300)&lt;br /&gt;
(Pierce the Fortress\nReq.: longbow, Ranged 70, STR 300) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100, STR 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Precise Shot&#039;&#039;&#039;: Slower but more precise shot, takes longer and inflitcs higher damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rapid Shot&#039;&#039;&#039;: Attacker aim the opponent, draw the string with the thumb, which allow him to walk left and right while shooting arrows very quickly. Attacker can shoot many arrows in few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Snap-Shot&#039;&#039;&#039;: Archer release a first arrow onto target, immediatly followed by a second arrow, slightly delayed, inflicting a powerful double attack with increased damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kneeled Aim&#039;&#039;&#039;: Attacker kneel onto the ground then sit on his heels. Attacker raise the bow, draw the string until the back of the arrow reach the corner of his mouth with three finger and aim right into the opponent chest, almost at close range. No defensive stance possible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ulber Shot&#039;&#039;&#039;: Archer pull the string, which require a good endurance and release an arrow that stagger opponent for few second. Stun effect.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hail of Arrows&#039;&#039;&#039;: Attacker hold several arrows in between the fingers of the draw hand, allowing fast repeat shots. A quick hail of arrows, you&#039;re luck if you&#039;ve not been shot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pierce the Fortress&#039;&#039;&#039;: Attacker aim and release a powerful arrow penetrating mail and plate mail and possibly affecting several aligned targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Incendiary Arrows&#039;&#039;&#039;: By alchemical means, attacker set his arrow on fire, aim and release a &amp;quot;rain&amp;quot; of arrows. Damage over time. Require the possession of a specific potion and the spell Flaming Weapon to be Off.&lt;br /&gt;
&lt;br /&gt;
== War Hammering ==&lt;br /&gt;
&lt;br /&gt;
The War Hammering fighting style is particulary efficient against an armored opponent or group of opponent, especially against plate mail in close combat action.  Hammers and maces allow one to maintain typical long reach of swords while still inflicting damage to armored opponent. This fighting style is slow and can be dodged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Strength (STR) 50.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Mace &amp;amp; Hammer | Mace &amp;amp; Hammer]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all mace &amp;amp; hammer weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(War Hammering) --&amp;gt; (Arm Smash\nReq.: Mace &amp;amp; Hammer 10)&lt;br /&gt;
(Arm Smash\nReq.: Mace &amp;amp; Hammer 10) --&amp;gt; (Break the Guard\nReq.: Mace &amp;amp; Hammer 30)&lt;br /&gt;
(Break the Guard\nReq.: Mace &amp;amp; Hammer 30) --&amp;gt; (Battering Ram\nReq.: Mace &amp;amp; Hammer 50, STR 150)&lt;br /&gt;
(Battering Ram\nReq.: Mace &amp;amp; Hammer 50, STR 150) --&amp;gt; (Shield Pinning\nReq.: Mace &amp;amp; Hammer 70)&lt;br /&gt;
(Shield Pinning\nReq.: Mace &amp;amp; Hammer 70) --&amp;gt; (Swirling Hammer\nReq.: Mace &amp;amp; Hammer 100, STR 250)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arm Smash&#039;&#039;&#039;: Attacker use the head of his mace or hammer to attack his opponent&#039;s armed hand. Slow but  gives the opponent an attack malus for few seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Secondary Combat Styles =&lt;br /&gt;
&lt;br /&gt;
== Infantry ==&lt;br /&gt;
&lt;br /&gt;
As opposed to the Barbaric style, the Infantry style relies more on training and discipline than sheer strength. Soldiers are usually trained to fight with this style. The Infantry style is ideal when coupled with Shield Mastery for one-handed weapon users. This style can be used with any weapon. Equally good at attack and defense, this style is at a disadvantage against two handed weapon or polearms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: any [[Players Guide/Skills#Combat Skills | weapons skills]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Existing Quest Chain&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Infantry) --&amp;gt; (Set to Charge\nReq.: any weapons 10)&lt;br /&gt;
(Set to Charge\nReq.: any weapons 10) --&amp;gt; (Charge Block\nReq.: any weapons 30)&lt;br /&gt;
(Charge Block\nReq.: any weapons 30) --&amp;gt; (Counter Strike\nReq.: any weapons 50)&lt;br /&gt;
(Counter Strike\nReq.: any weapons 50) --&amp;gt; (Infantry Feint\nReq.: any weapons 70)&lt;br /&gt;
(Infantry Feint\nReq.: any weapons 70) --&amp;gt; (Infantry Wrath\nReq.: any weapons 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Set to Charge&#039;&#039;&#039;: Perform a frontal charge against the enemy. This attack requires preparation but gives a higher attack bonus for a period of time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Charge Block&#039;&#039;&#039;: By setting up to receive a charge, the attacker is given a defensive bonus at the expense of attack power. If the attacker is performing a Charge, will deal extra damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Counter Strike&#039;&#039;&#039;: By preparing oneself to receive the attack, the defender can fire a counterstrike for greater effects.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Feint&#039;&#039;&#039;: Attacker bend his weapon to the opponent one then push him over before delineating a powerful blow on opponent back. Stun opponent for few second.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Wrath&#039;&#039;&#039;: Fence your opponent weapon off with your shield then jump hit him with the weapon. Stun for few second and high slash/blunt/pierce damage with jumped movement. Very fast move, unblockable.&lt;br /&gt;
&lt;br /&gt;
== Shield Mastery ==&lt;br /&gt;
&lt;br /&gt;
This style hightly favor the defense. The attacker can favor heavy shields to create a true wall around him or favor light ones and use them as weapons delivring blunt damage. Good defensive ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Shield Handling | Shield Handling]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Shield Mastery) --&amp;gt; (Fast Block\nReq.: Shield Handling 10)&lt;br /&gt;
(Fast Block\nReq.: Shield Handling 10) --&amp;gt; (Shield Slam\nReq.: Shield Handling 30)&lt;br /&gt;
(Shield Slam\nReq.: Shield Handling 30) --&amp;gt; (Thwarting Attack\nReq.: Shield Handling 50)&lt;br /&gt;
(Thwarting Attack\nReq.: Shield Handling 50) --&amp;gt; (Wall of Shields\nReq.: Shield Handling 70)&lt;br /&gt;
(Wall of Shields\nReq.: Shield Handling 70) --&amp;gt; (Infantry Wrath\nReq.: any weapons 100, Shield Handling 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fast Block&#039;&#039;&#039;: By feinting an attack, the attacker is able to put up an efficient defence and quickly block several of his opponent hits by swinging his shields to the right position.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Slam&#039;&#039;&#039;: Deliver a powerful blow with your shield stunning the opponent for some time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Thwarting Attack&#039;&#039;&#039;: Setup a powerful defensive attack. Next time you&#039;re under attack, use the opponent&#039;s force to hit back with the shield several times, knocking the opponent off for a few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wall of Shields&#039;&#039;&#039;: By raising his shield against the enemies the character is able to protect himself and his friends from the enemies.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Wrath&#039;&#039;&#039; [Common with [[Combat System#Infantry | Infantry style]]]: Fence your opponent’s weapon off with your shield then jump to hit him with the weapon. Stun for few second and high slash/blunt/pierce damage with jumped movement. Attack very fast and very hard to block attack.&lt;br /&gt;
&lt;br /&gt;
== Barbaric ==&lt;br /&gt;
&lt;br /&gt;
This style is designed to all the mighty warriors that likes to smash and bash in the fire of battles. Charge in and hit with the power of your strength and the blunt force of your weapon(s). This style doesn&#039;t require as much strengh as we think, the mass of the weapon contribute alone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Strength (STR) 50.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Mace &amp;amp; Hammer | Mace &amp;amp; Hammer]] level 10 or [[Players Guide/Skills#Sword | Sword]] level 10 or [[Players Guide/Skills#Axe | Axe]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all maces and hammers, all swords, all axes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Barbaric) --&amp;gt; (Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10)&lt;br /&gt;
(Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10) --&amp;gt; (Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30)&lt;br /&gt;
(Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30) --&amp;gt; (Guard Wreck\nReq.: Mace &amp;amp; Hammer 50 or Axe 50 or Sword 50, STR 200)&lt;br /&gt;
(Guard Wreck\nReq.: Mace &amp;amp; Hammer 50 or Axe 50 or Sword 50, STR 200) --&amp;gt; (Feint &amp;amp; Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70)&lt;br /&gt;
(Feint &amp;amp; Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70) --&amp;gt; (Whirlwind Strike\nReq.: Mace &amp;amp; Hammer 100 or Axe 100 or Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power Attack&#039;&#039;&#039;: Attacker swing his weapon onto opponent body sides. A powerful attack able to cause more damage but at the expenses of accuracy..&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mighty Swing&#039;&#039;&#039;: Attacker quickly gets down and swings his weapon toward the opponent&#039;s legs, then stands up and lands a second strike on any part of opponent&#039;s body, if the attack hits the head the damage is doubled. Powerful but less accurate. Cannot be used with defensive stances.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Guard Wreck&#039;&#039;&#039;: Using the weight of your weapon, smash right in the opponent guard rending him unavailable to attack properly for few second. This inflict opponent of an attack penalty.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Feint &amp;amp; Smash&#039;&#039;&#039;: The attacker feints a low hit toward the opponent&#039;s feet to attract his attention on blocking low, then makes a turn around and strike the opponent&#039;s other side. Give a few second attack advantage as opponent is knocked backward and stunned.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Whirlwind Strike&#039;&#039;&#039;: By using the full strength of the body the attacker swings his weapon making a circular attack. If not blocked from the start (by the target), the attacker will be able to deal damage to anyone around him. Not particulary accurate but do high damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Quest Chain Combat Styles =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Assassin ==&lt;br /&gt;
&lt;br /&gt;
This style is mostly used by the stealthy characters and the warriors that favor knives, daggers or shortswords use. It requires agility, has a deadly attack power but is less good in defense. Disadvantage against &amp;quot;barbaric&amp;quot; opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Agility 100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: Assassin Weapon 10, Knife &amp;amp; Dagger or Sword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knives, daggers, shortswords&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Assassin\nReq.: Agility 100, Knife &amp;amp; Dagger 10 or Sword 10) --&amp;gt; (Lethal Takedown\nReq.: Skill 10)&lt;br /&gt;
(Assassin\nReq.: Agility 100, Knife &amp;amp; Dagger 10 or Sword 10) --&amp;gt; (Dark Cloak\nReq.: Skill 10)&lt;br /&gt;
(Lethal Takedown\nReq.: Skill 10) --&amp;gt; (Slit the Throat\nReq.: Skill 30)&lt;br /&gt;
(Dark Cloak\nReq.: Skill 10) --&amp;gt; (Slit the Throat\nReq.: Skill 30)&lt;br /&gt;
(Slit the Throat\nReq.: Skill 30) --&amp;gt; (Backstabbing Blow\nReq.: Skill 60)&lt;br /&gt;
(Backstabbing Blow\nReq.: Skill 60) --&amp;gt; (Bloodthirst\nReq.: Skill 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Lethal Takedown&#039;&#039;: From the opponent&#039;s back, attacker take the opponent down by hitting him on heels or the legs. This attack can stun the opponent for few seconds. Agressive Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slit the Throat&#039;: Attacker attacks from behind the opponent&#039;s back and grab the opponent&#039;s head, making path free to slit his throat. It requires a good timing and concentration but is able to inflict a letal wound.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dark Cloak&#039;&#039;: Attacker concentrate his stealth knowledge and coats himself into shadows. As he crouches, the opponent is unable to see or touch him for a few second. Full defensive needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Backstabbing Blow&#039;&#039;: Attacker grabs opponent wrist, turns around on himself while pulling opponent forward and stab him in the back or inflict a powerfull punching blow. High Pierce/Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Bloodthirst&#039;&#039;: A fast-paced kill moove. Standing behind the opponent, attacker bring his weapon up to the right and slash it down to the left across his body, repeat the moove from top left to bottom right then finish on a down to up moove. Attacker inflict high slash damage on each moove (3). For melee users, Blunt damage with a bonus if player wearing crafted gauntlets. Bloody Stance needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combat styles under development =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fencing ==&lt;br /&gt;
Fencing style is more refined and less brutal than other weapon styles, it relies more on agility and speed instead of sheer strength and muscle power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill level 10, Agility (AGI) 60&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Longsword, Shortsword, Sabre&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fencing) --&amp;gt; (A)&lt;br /&gt;
(Fencing) --&amp;gt; (B)&lt;br /&gt;
(A) --&amp;gt; (Feint\nReq.: AGI 80, Sword 20)&lt;br /&gt;
(B) --&amp;gt; (Feint\nReq.: AGI 80, Sword 20)&lt;br /&gt;
(Feint\nReq.: AGI 80, Sword 20) --&amp;gt; (Risposte\nReq.: AGI 80, Sword 40)&lt;br /&gt;
(Risposte\nReq.: AGI 80, Sword 40) --&amp;gt; (D\nReq.: AGI 80, Sword 60)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Left-hand ==&lt;br /&gt;
&lt;br /&gt;
This fighting style is sophisticate. It require an high flexibility and agility, beeing able to feint with suppleness and surprise the opponent with fast body and weapon moove. This style focus on the speed and attack power. Poor defense, this style is at disadvantage against shielded opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sword, Shortsword, Knife, Dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Left-hand) --&amp;gt; (Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10) --&amp;gt; (Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30)&lt;br /&gt;
(Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30) --&amp;gt; (The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100)&lt;br /&gt;
(The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100) --&amp;gt; (Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70) --&amp;gt; (Feint of the Left-hand\nReq.: Sword 100, Knife &amp;amp; Dagger 100, Agility 200)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Thrust&#039;&#039;: Attacker raise sword horizontaly and parry opponent attack for few second. He, while then, lay down a bit and thrust forward at the opponent onto the chest with the dagger. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Cross Parry&#039;&#039;: Attacker cross firmly his sword and dagger hilts and parry opponent attack. Attacker then push his opponent backward and quickly open his arms, giving fast slash of his weapons. Slight Defense advantage for a few second. Eventual slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Sliding&#039;&#039;: Attacker quickly side face opponent, the tip of the sword up letting opponent weapon slide along his sword blade. Opponent is driven forward by his movement and attacker raise left hand above and stab his neck. Give time for attacker to step back.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Hilt Catch&#039;&#039;: Quickly dodge opponent attack with a side step and catch the hilt of his weapon with the dagger. Follow with a fast slash of the sword. High pierce damage. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Feint of the Left-hand&#039;&#039;: Attacker engage the opponent with main weapon (sword) by doing big whirls. Attract your opponent attention on your main weapon then surprise him with a swift attack of the left-hand weapon (small weapon). Easily pierce opponent defense. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
== Two-Axe ==&lt;br /&gt;
&lt;br /&gt;
The axe is a perfect compromise between sword and hammer, give the speed and slash damage of the sword and permit attacker to crush on opponent like with an hammer. This style is highly balanced but hard to master. Primary mean of defense is dodging for axe weilders. Good for speedy, deadly attack and nasty tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Axe skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all axes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-Axe) --&amp;gt; (Close Whack\nReq.: Axe 10)&lt;br /&gt;
(Close Whack\nReq.: Axe 10) --&amp;gt; (Block and Poke\nReq.: Axe 30)&lt;br /&gt;
(Block and Poke\nReq.: Axe 30) --&amp;gt; (Strike and Pull\nReq.: Axe 50)&lt;br /&gt;
(Strike and Pull\nReq.: Axe 50) --&amp;gt; (Tricked Hook\nReq.: Axe 70)&lt;br /&gt;
(Tricked Hook\nReq.: Axe 70) --&amp;gt; (Master Blow\nReq.: Axe 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Close Whack&#039;&#039;: Power moove for close combat. Attacker whack opponent on the head with the end of his axe&#039;s haft. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Block and Poke&#039;&#039;: With right-hand axe haft, attacker block opponent move and poke in the pit of his stomach by a blunt thrust of his left-hand axe-head. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Strike and Pull&#039;&#039;: Swing axe aiming at the ennemy and when the haft strikes the ennemy&#039;s body, the attacker fix the axe in that position and then shift the whole body back by sliding the rear foot backward. Attack bonus. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Tricked Hook&#039;&#039;: Attacker hook over the neck of opponent with axe head to compel him to move in another direction. Attacker can then smash his other axe onto the back of the opponent. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Master Blow&#039;&#039;: The wielder swirl his axes around, confusing his opponent before delivring a double straight blow. The attacker use the balance of his axes to concentrate all the force of the blow into a small section of the edge so the axes has enough power to punch throught helmet or mail. High pierce damage. Bloody stance needed, bad defense for attacker.&lt;br /&gt;
&lt;br /&gt;
== Two-handed Fencing ==&lt;br /&gt;
&lt;br /&gt;
This style is very popular among the warriors, especially the tall races. A claymore permit to attack with an extra range and use the weapon lenght to do more damage. Those weapon are designed for close combat and duels. They make up for the weapon&#039;s slowness on the defence and can allow another blade to be momentarily trapped or bound up. Style Equally good in attack and defense, it require strenght, endurance and a good technique. Very effective against armored opponent. Disadvantage against small weapon users.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Strength 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: claymore&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-handed Fencing) --&amp;gt; (Edge Cut\nReq.: Sword 10)&lt;br /&gt;
(Edge Cut\nReq.: Sword 10) --&amp;gt; (Angry Charge\nReq.: Sword 30)&lt;br /&gt;
(Angry Charge\nReq.: Sword 30) --&amp;gt; (Metal Barrier\nReq.: Strength 200, Endurance 200)&lt;br /&gt;
(Metal Barrier\nReq.: Strength 200, Endurance 200) --&amp;gt; (The Bound\nReq.: Sword 70)&lt;br /&gt;
(The Bound\nReq.: Sword 70) --&amp;gt; (Blade Swirl\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Edge Cut&#039;&#039;: Attacker whirls around his claymore horizontaly  from up right to down on his opponent shoulders or arms with the sharp edge of the blade. This large moove describe almost a complet circle which increase the impact force. High slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Angry Charge&#039;&#039;: Attacker start with a high stance, with claymore above his head, the tip of the sword menacing the opponent face, both hands on the pommel. Attacker extend his arms in front of him then moove forward in a charge, straight to the target. Fast Attack with high pierce damage if not blocked.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Metal Barrier&#039;&#039;: Attacker present his claymore horizontaly, left hand on the pommel, right hand grabing the blade firmly, presenting the open space to the opponent weapon for an effective block. Efficient on defensives modes. Require to wear armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Bound&#039;&#039;: Attacker firmly stop opponent attack moove by putting his weapon blade against his opponent one. He then exert a pression to drive the opponent weapon away without cuting the blades bound. Attacker get close by opponent, his blade slipping straight to the opponent body. Defense bonus + Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Swirl&#039;&#039;: Close combat moove. Right hand on the pommel, left hand in the middle of the blade, the tip of the claymore pointed toward the ennemy&#039;s head, Attacker gives a powerfull hit on the opponent helmet with the tip of the blade, Attacker then swirl his blade around, pommel forward he excute a low sweep toward opponent legs. This combo is unstoppable, give high pierce then blunt damage. Require to wear armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
== Staff and Spear ==&lt;br /&gt;
&lt;br /&gt;
Combat with a stick or a quaterstaff has a long and varied history mostly due to the fact that it is very easy to manufacture. The quaterstaff is a long, slender club like structure that is used to deliver blunt, crushing blows. It is traditionaly made of oak or ash. The lenght can vary from 1,8 to 5,4 meters. This weapons is mostly used by martial art practitioners to keep ennemy at range. All the fighting maneuvers are fast-paced. Require an high agility and accuracy. This weapon can hurt even armored opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Polearm &amp;amp; Spear skill 0, Agility 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all polearm &amp;amp; spear weapons&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Staff &amp;amp; Spear) --&amp;gt; (Downward Strike\nReq.: Polearm &amp;amp; Spear 10)&lt;br /&gt;
(Downward Strike\nReq.: Polearm &amp;amp; Spear 10) --&amp;gt; (Defense Manoeuver\nReq.: Endurance 100, Agility 100)&lt;br /&gt;
(Defense Manoeuver\nReq.: Endurance 100, Agility 100) --&amp;gt; (Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150)&lt;br /&gt;
(Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150) --&amp;gt; (Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200)&lt;br /&gt;
(Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200) --&amp;gt; (Thrust Fury\nReq.: Polearm &amp;amp; Spear 100, Endurance 300, Agility 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Downward Strike&#039;&#039;: Staff hold by the non-dominant hand at the base of the weapon, other hand placed a quarter of the way up the staff. Attacker then drop the top hand to deliver a blow with the quarterstaff on opponent mid-section. Then, the warrior deliver an overhead blow to the back of the ennemy as he crouche over in pain. Double blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defense Manoeuver&#039;&#039;: Attacker block any blow by mooving his dominant hand which should be placed a quarter of the way up the staff. Bottom hand remain stationary while the dominant hand move in the direction that the blow is coming from. This moove is very precise and permit attacker to block most of the attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Upward Strike&#039;&#039;: Attacker left shoulder face opponent left shoulder. Long range. Attacker step forward opponent, knees sightly bent, attacker give a quick blow at the left side of opponent head with the left tip of the quaterstaff. Attacker then quickly change side and bring the right end of the staff up in a blow at the opposite side of opponent head. Double Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Stun&#039;&#039;: Body well cocked for maximum striking force, holding the staff straight behind him, attacker deliver a powerful horizontal strike at any part of opponent body. Bloody Stance. An hit delivred with this moove stun the opponent for few second. Too much use of this maneuver tire the weilder.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Thrust Fury&#039;&#039;: A multiple smash and hit maneuver. Attacker Start by holding the staff with one hand while resting the butt firmly on the ground. Attacker give a slight hit of the staff onto opponent weapon fencing it off. He then grab staff with both hand and thrust onto opponent chest (blunt damage with staf, pierce with polearm). Then, quickly give a large hit of the staff bottom onto opponent back, turns on himself and thrust once more with the tip of the staff. 3 hits in a row into a fast-paced moove.&lt;br /&gt;
&lt;br /&gt;
== Wasp ==&lt;br /&gt;
&lt;br /&gt;
The use of two daggers permit the wielder a very fast-paced combat. The warrior can moove around easily, dodges blows and afflict multiple slash in a row. Strategicaly this style consist in a constant harassment of the opponent. The upmost point of this style is to always keep the dagger forward, in an intimidation moove, highly offensive. This fighting style has a poor defense power, the attack delivred aren&#039;t very powerfull but constant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knife, dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Wasp) --&amp;gt; (Scratch\nReq.: Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Scratch\nReq.: Knife &amp;amp; Dagger 10) --&amp;gt; (Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100)&lt;br /&gt;
(Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100) --&amp;gt; (Mooving Target\nReq.: Agility 200)&lt;br /&gt;
(Mooving Target\nReq.: Agility 200) --&amp;gt; (Assault\nReq.: Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Assault\nReq.: Knife &amp;amp; Dagger 70) --&amp;gt; (Blade Storm\nReq.: Knife &amp;amp; Dagger 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Scratch&#039;&#039;: Attacker in an agressive stance, moove from left to right in a confusing motion, then jump on the opponent left side and gives two quick stabs. 2 pierce damage in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blackmail&#039;&#039;: Attacker hold both dagger vertically, the tip pointing to the ground. Attacker quickly grasp opponent weapon hilt with a dagger while afflicting quick cuts with the other dagger on opponent hands and forearms. Can give up to 4 little slash hits in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Mooving Target&#039;&#039;: Attacker has strong foot forward, rear heel up, weapon in front of solar plexus, the other protect the throat. This stance permit attacker to moove left and right around the opponent, excecuting quick slashes of his blade on any part of the opponent body (up to 10 little slashes in a row depending on opponent defensive power). Defensive stance. Slight slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Assault&#039;&#039;: Attacker sprint charge a short distance straight onto opponent and suddently step to the left, thrust onto opponent body while passing by with right dagger and turn around on himself giving a large slash across body of his left dagger onto opponent back. 2 hits in a row with good pierce and slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Storm&#039;&#039;: Attacker moove forward, forming a up to down slash across body whirl with his arms in a very fast-paced moove, tips of the daggers pointing to the ground. When close enough of the opponent, attacker jump and plant his dagger onto opponent shoulder or neck until the hilt. Multiple slash damages and a last high pierce damage hit. Very difficult to parry.&lt;br /&gt;
&lt;br /&gt;
== Fists and Feet ==&lt;br /&gt;
&lt;br /&gt;
This style is the art of using the body as a weapon. It require from the warrior an high concentration and accuracy, not only for the fighting technique but also because a strong mental is needed. The Fists and Feet user must constantly advance quickly and stay in a very close range to be more efficient. Size or force of the warrior doesn&#039;t matter as long as they master their technique and strategy. Can be very efficient against long range weapon if able to get closer to target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Melee skill 0, Agility 50, Strength 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fists and Feet) --&amp;gt; (One-inch Punch\nReq.: Melee 10)&lt;br /&gt;
(One-inch Punch\nReq.: Melee 10) --&amp;gt; (Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100)&lt;br /&gt;
(Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100) --&amp;gt; (Roundhouse Kick\nReq.: Melee 70)&lt;br /&gt;
(Roundhouse Kick\nReq.: Melee 70) --&amp;gt; (Defensive Stance\nReq.: Endurance 200, Agility 200)&lt;br /&gt;
(Defensive Stance\nReq.: Endurance 200, Agility 200) --&amp;gt; (The Great Chain\nReq.: Melee 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;One-inch Punch&#039;&#039;: Attacker stand with his fists very close to the target. He then make a quick movement of the wrist which is held with the knuckles facing out on a horizontal axis, the wrist is then moved up and a strike is produced with the botton two knuckles. Generate a tremendous amount of impact force at very close distance. High blunt damage. Damage increased if a Kran or if armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Vertical Rebound Punch&#039;&#039;: The limb directly in front of the chest, elbow down, Attacker sprint jump over opponent and deliver a first vertical punch down on opponent body. The vertical nature of the punch allows attacker to absord the rebound of the punch which increase the power of the second blow given afterward while landing. Double blunt damage, the second beeing bigger. Damage increased if a Kran or if wearing armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Roundhouse Kick&#039;&#039;: Can be done targeting the low, middle or high opponent body part. Side facing opponent, Attacker throw his leg, hips rotating into the kick in order to convey more power in it, using abdominal muscles in the act of rotation for more effect. Attacker raise up on the ball of his foot while kicking to allow greater pivoting speed and increase the power. Attacker hits with the shin which reduce the kick&#039;s reach but does more damage. Up to 2 hits in a row. High blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defensive Stance&#039;&#039;: Attacker jump up avoiding sweep attack, or switch left to right to avoid straight attack, using arms as barriers to block opponent attack. If two hits blocked in a row, a charge counter-attack is enabled. Average Blunt damage. High defensive rate. Defensive stances needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Great Chain&#039;&#039;: Fast-paced chain. Attacker step quickly to the left, block opponent attack with right arm and deliver a quick and powerfull punch with the joined fingers of the left hand onto ennemy&#039;s face. Attacker then excecute a low sweep kick in opponent legs which makes him fall backward, enough for attacker to throw a second and powerfull jumping punch on the stomach. Triple Blunt damage. Impossible to parry. A few second Stagger debuff to opponent.&lt;br /&gt;
&lt;br /&gt;
== Long Knife ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;long knifes&amp;quot; are sturdy weapons with thick and curved blades able to undergoes harsh blows. Sabre users can afflict powerfull hits, and pierce even the toughest armor for the best practitioners. The very structure of those weapons permit a fencing style of cut aswell as thrust. The Long Knife Style is very particular and can surprise the unaware opponents. Low defensive capacity, this style is all in the parry and counter-strike strategy. A close combat style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sabre, Broadsword, Falchion&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Long Knife) --&amp;gt; (Moulane Cut\nReq.: Sword 10)&lt;br /&gt;
(Moulane Cut\nReq.: Sword 10) --&amp;gt; (Slipping Thrust\nReq.: Sword 30)&lt;br /&gt;
(Slipping Thrust\nReq.: Sword 30) --&amp;gt; (Sword Fury\nReq.: Sword 50)&lt;br /&gt;
(Sword Fury\nReq.: Sword 50) --&amp;gt; (T Cross\nReq.: Sword 70)&lt;br /&gt;
(T Cross\nReq.: Sword 70) --&amp;gt; (Whirl Confusion\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Moulane Cut&#039;&#039;: En garde in front of opponent, attacker flips the sword from left to right with a slight moove of his wrist. Very fast attack which deliver an high cut damage to unaware ennemy.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slipping Thrust&#039;&#039;: Standing in front of opponent, attacker with strong leg forward will block an attack buy giving a slight hit on ennemy&#039;s weapon. His sword will stay bound to the ennemy&#039;s blade, slips against it then bounce up to give an hit on the head. Thrust damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Sword Fury&#039;&#039;: Attacker block an attack with right sabre, driving opponent weapon down then deliver a quick and powerfull slash across body from left to right, turn around on himself and reiterate. Double high slash damage. Hard to parry.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;T Cross&#039;&#039;: Attacker crosses his blades perpenducularly, orientating the crossing point for it to face opponent at any moment. If a hit is taken in the defensive block, attacker counter strike with right sword, inflicting a powerfull straight cut onto opponent body. Defensive stance needed. Good cut damage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Whirl Confusion&#039;&#039;: Attacker makes a quick vertical whirl with his right hand weapon while mooving toward opponent, unable to parry the charge without some slight slash damage. Attacker finish on a quick low slash onto opponent legs. Multiple slight slash damage if oponent on defensive stance. High slash damage onto the legs. Stun for few seconds.&lt;br /&gt;
&lt;br /&gt;
== Swordmaster ==&lt;br /&gt;
&lt;br /&gt;
The swordmaster dual-weilding is able to moove around his target and realise beautifull technical swing of his swords, mostly with the same type of weapon in each hands. This style is generaly not used in a battle field due to it beeing hard to learn and difficult to master (hard to learn to use the left hand as good as the right). This Style is good in a one on one situation but very less good against a group of target or against archers. It&#039;s mostly a parry and riposte style. Wielder of two swords must be able to quickly switch stances and sword position to keep the inbalance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Shortsword, Longsword, Broadsword&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Swordmaster) --&amp;gt; (Offensive Defense\nReq.: Sword 10)&lt;br /&gt;
(Offensive Defense\nReq.: Sword 10) --&amp;gt; (The Scissor\nReq.: Sword 30)&lt;br /&gt;
(The Scissor\nReq.: Sword 30) --&amp;gt; (The Embrace\nReq.: Sword 50)&lt;br /&gt;
(The Embrace\nReq.: Sword 50) --&amp;gt; (Counter-Swing\nReq.: Sword 70)&lt;br /&gt;
(Counter-Swing\nReq.: Sword 70) --&amp;gt; (Blade Stream\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Offensive Defense&#039;&#039;: Attacker use the defensive blade to find and bind opponent&#039;s blade(s) and shift them out of line as the offensive blade moves in with a cut or thrust as the opponent&#039;s exposed body. Defensive Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Scissor&#039;&#039;: Attacker trap opponent weapon(s) in the distal space between his crossed blades and then close the space with a scissoring motion to keep the opposing weapon(s) trapped as attacker thrust both blades simultaneously into ennemy&#039;s face, throat or body. Both defense and attack point. Defensive Stance needed. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Embrace&#039;&#039;: Attacker face opponent legs spreads and arms opponent, tip of his sword pointing up, he hit opponent weapon(s) with left hand then excecute a large slash across body from left to right on opponent chest. High slash damage. Normal Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Counter Swing&#039;&#039;: Attacker block an incoming hit with his left hand sword then immediatly swing with main sword (right hand) toward the forearm of the opponent&#039;s main arm. Attacker then follow-up with a attack to opponent legs. Double slash damage. Agressive stance neeeded.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Stream&#039;&#039;: Attacker slashes an X at opponent, first from top to bottom and then bottom to top. Attacker then makes a diagonal slash with the right sword, top-right to bottom-left, spin left and uses this momentum to deal a horizontal right to left slash with left sword. Fast-paced moove with 4 slash damage in a row. Bloody stance needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Engine documents]] [[Category:Server Design]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=21001</id>
		<title>Combat System</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=21001"/>
		<updated>2016-02-19T17:26:09Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: /* Combat Styles coming soon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= List of Combat buffs/debuffs =&lt;br /&gt;
&lt;br /&gt;
== Attack Advantage ==&lt;br /&gt;
This buff gives the attacker a better chance to hit the opponent; it&#039;s harder for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Attack Disadvantage==&lt;br /&gt;
This debuff makes it harder for the opponent to DODGE incoming attacks.&lt;br /&gt;
&lt;br /&gt;
==Defence Advantage==&lt;br /&gt;
This buff boost the attacker&#039;s defence by making it easier for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Defence Disadvantage==&lt;br /&gt;
This debuff lower the target&#039;s defence by making it harder for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Block Advantage==&lt;br /&gt;
This buff boost the attacker&#039;s parrying capability by making it easier for him to BLOCK.&lt;br /&gt;
&lt;br /&gt;
==Block Disadvantage==&lt;br /&gt;
This debuff lower the target&#039;s parrying capability by making it harder for him to BLOCK.&lt;br /&gt;
&lt;br /&gt;
==Block Hampering==&lt;br /&gt;
Next attempt to BLOCK will automatically fail.&lt;br /&gt;
&lt;br /&gt;
==Automatic Block==&lt;br /&gt;
Next attempt to BLOCK will automatically succeed.&lt;br /&gt;
&lt;br /&gt;
==Extra Damage==&lt;br /&gt;
Extra damage is applied directly after the target has been hit, there can be several type of damage. The most common are: piercing, bludgeoning, slashing.&lt;br /&gt;
&lt;br /&gt;
==Stun==&lt;br /&gt;
The attacker is unable to move for a few second.&lt;br /&gt;
&lt;br /&gt;
==Bleeding==&lt;br /&gt;
The target is wounded and the wound causes a bleeding. The target lose health over time.&lt;br /&gt;
&lt;br /&gt;
==Fatigue==&lt;br /&gt;
The attack fatigue the target, he lose physical stamina over time.&lt;br /&gt;
&lt;br /&gt;
==Maim==&lt;br /&gt;
The attacker is severely wounded his endurance is penalized for some time.&lt;br /&gt;
&lt;br /&gt;
==Ensnare==&lt;br /&gt;
The attacker movement is hampered, his agility is penalized.&lt;br /&gt;
&lt;br /&gt;
==Interrupt Spellcasting==&lt;br /&gt;
This attack is specially aimed at interrupting a spellcaster from casting their spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Main Combat Styles =&lt;br /&gt;
&lt;br /&gt;
== Single Handed Sword ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Knives &amp;amp; Daggers | Knives &amp;amp; Daggers]] level 10 or [[Players Guide/Skills#Sword | Sword]] level 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all swords, all knives and daggers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Single Handed Sword) --&amp;gt; (Side Thrust\nReq.: sword 10)&lt;br /&gt;
(Side Thrust\nReq.: sword 10) --&amp;gt; (Lunge\nReq.: sword 30)&lt;br /&gt;
(Lunge\nReq.: sword 30) --&amp;gt; (Beat Attack\nReq.: sword 50)&lt;br /&gt;
(Beat Attack\nReq.: sword 50) --&amp;gt; (Disengage\nReq.: sword 70)&lt;br /&gt;
(Disengage\nReq.: sword 70) --&amp;gt; (Circular Parry\nReq.: sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Side Thrust&#039;&#039;&#039;: A sword attack hitting with the blade edge.&lt;br /&gt;
* &#039;&#039;&#039;Lunge&#039;&#039;&#039;: An attack made by extending the front leg, using a slight kicking motion and propelling the body forward with the back leg.&lt;br /&gt;
* &#039;&#039;&#039;Beat Attack&#039;&#039;&#039;: The attacker beats the opponent&#039;s blade to gain priority and continues the assault against the target area.&lt;br /&gt;
* &#039;&#039;&#039;Disengage&#039;&#039;&#039;: Attacker begin his attack in one direction, moving quickly, then point down in a semi-circle to attack a different location. A feint used to trick the opponent into blocking in the wrong direction.&lt;br /&gt;
* &#039;&#039;&#039;Circular Parry&#039;&#039;&#039; : The attacker sword is twisted in a circle to catch the opponent&#039;s weapon tip and deflect it away. It is commonly used to counter a disengage. An advanced defensive technique.&lt;br /&gt;
&lt;br /&gt;
== Archery ==&lt;br /&gt;
&lt;br /&gt;
The hunters, the rangers or even the stealthy characters might choose the bows for its high accuracy, keeping ennemy at far range. The archer has a poor defense but he can take on a lot of ennemies in few seconds with deadly shots. Archery is hard to master but a well rewarding style.&lt;br /&gt;
Strenght is vital for the archer, allowing him to draw longer bows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Ranged | Ranged]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all bows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Archery) --&amp;gt; (Precise Shot\nReq.: all bows, Ranged 10)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Rapid Shot\nReq.: shortbow, Ranged 30)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Snap Shot\nReq.: longbow,  Ranged 30, STR 100)&lt;br /&gt;
(Rapid Shot\nReq.: shortbow, Ranged 30) --&amp;gt; (Kneeled Aim\nReq.: shortbow, Ranged 50)&lt;br /&gt;
(Snap Shot\nReq.: longbow,  Ranged 30, STR 100) --&amp;gt; (Ulber Shot\nReq.: longbow, Ranged 50, STR 200)&lt;br /&gt;
(Kneeled Aim\nReq.: shortbow, Ranged 50) --&amp;gt; (Hail of Arrows\nReq.: shortbow, Ranged 70)&lt;br /&gt;
(Ulber Shot\nReq.: longbow, Ranged 50, STR 200) --&amp;gt; (Pierce the Fortress\nReq.: longbow, Ranged 70, STR 300)&lt;br /&gt;
(Hail of Arrows\nReq.: shortbow, Ranged 70) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100, STR 300)&lt;br /&gt;
(Pierce the Fortress\nReq.: longbow, Ranged 70, STR 300) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100, STR 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Precise Shot&#039;&#039;&#039;: Slower but more precise shot, takes longer and inflitcs higher damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rapid Shot&#039;&#039;&#039;: Attacker aim the opponent, draw the string with the thumb, which allow him to walk left and right while shooting arrows very quickly. Attacker can shoot many arrows in few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Snap-Shot&#039;&#039;&#039;: Archer release a first arrow onto target, immediatly followed by a second arrow, slightly delayed, inflicting a powerful double attack with increased damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kneeled Aim&#039;&#039;&#039;: Attacker kneel onto the ground then sit on his heels. Attacker raise the bow, draw the string until the back of the arrow reach the corner of his mouth with three finger and aim right into the opponent chest, almost at close range. No defensive stance possible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ulber Shot&#039;&#039;&#039;: Archer pull the string, which require a good endurance and release an arrow that stagger opponent for few second. Stun effect.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hail of Arrows&#039;&#039;&#039;: Attacker hold several arrows in between the fingers of the draw hand, allowing fast repeat shots. A quick hail of arrows, you&#039;re luck if you&#039;ve not been shot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pierce the Fortress&#039;&#039;&#039;: Attacker aim and release a powerful arrow penetrating mail and plate mail and possibly affecting several aligned targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Incendiary Arrows&#039;&#039;&#039;: By alchemical means, attacker set his arrow on fire, aim and release a &amp;quot;rain&amp;quot; of arrows. Damage over time. Require the possession of a specific potion and the spell Flaming Weapon to be Off.&lt;br /&gt;
&lt;br /&gt;
== Infantry ==&lt;br /&gt;
&lt;br /&gt;
As opposed to the Barbaric style, the Infantry style relies more on training and discipline than sheer strength. Soldiers are usually trained to fight with this style. The Infantry style is ideal when coupled with Shield Mastery for one-handed weapon users. This style can be used with any weapon. Equally good at attack and defense, this style is at a disadvantage against two handed weapon or polearms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: any [[Players Guide/Skills#Combat Skills | weapons skills]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Existing Quest Chain&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Infantry) --&amp;gt; (Set to Charge\nReq.: any weapons 10)&lt;br /&gt;
(Set to Charge\nReq.: any weapons 10) --&amp;gt; (Charge Block\nReq.: any weapons 30)&lt;br /&gt;
(Charge Block\nReq.: any weapons 30) --&amp;gt; (Counter Strike\nReq.: any weapons 50)&lt;br /&gt;
(Counter Strike\nReq.: any weapons 50) --&amp;gt; (Infantry Feint\nReq.: any weapons 70)&lt;br /&gt;
(Infantry Feint\nReq.: any weapons 70) --&amp;gt; (Infantry Wrath\nReq.: any weapons 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Set to Charge&#039;&#039;&#039;: Perform a frontal charge against the enemy. This attack requires preparation but gives a higher attack bonus for a period of time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Charge Block&#039;&#039;&#039;: By setting up to receive a charge, the attacker is given a defensive bonus at the expense of attack power. If the attacker is performing a Charge, will deal extra damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Counter Strike&#039;&#039;&#039;: By preparing oneself to receive the attack, the defender can fire a counterstrike for greater effects.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Feint&#039;&#039;&#039;: Attacker bend his weapon to the opponent one then push him over before delineating a powerful blow on opponent back. Stun opponent for few second.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Wrath&#039;&#039;&#039;: Fence your opponent weapon off with your shield then jump hit him with the weapon. Stun for few second and high slash/blunt/pierce damage with jumped movement. Very fast move, unblockable.&lt;br /&gt;
&lt;br /&gt;
== Shield Mastery ==&lt;br /&gt;
&lt;br /&gt;
This style hightly favor the defense. The attacker can favor heavy shields to create a true wall around him or favor light ones and use them as weapons delivring blunt damage. Good defensive ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Shield Handling | Shield Handling]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Shield Mastery) --&amp;gt; (Fast Block\nReq.: Shield Handling 10)&lt;br /&gt;
(Fast Block\nReq.: Shield Handling 10) --&amp;gt; (Shield Slam\nReq.: Shield Handling 30)&lt;br /&gt;
(Shield Slam\nReq.: Shield Handling 30) --&amp;gt; (Thwarting Attack\nReq.: Shield Handling 50)&lt;br /&gt;
(Thwarting Attack\nReq.: Shield Handling 50) --&amp;gt; (Wall of Shields\nReq.: Shield Handling 70)&lt;br /&gt;
(Wall of Shields\nReq.: Shield Handling 70) --&amp;gt; (Infantry Wrath\nReq.: any weapons 100, Shield Handling 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fast Block&#039;&#039;&#039;: By feinting an attack, the attacker is able to put up an efficient defence and quickly block several of his opponent hits by swinging his shields to the right position.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Slam&#039;&#039;&#039;: Deliver a powerful blow with your shield stunning the opponent for some time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Thwarting Attack&#039;&#039;&#039;: Setup a powerful defensive attack. Next time you&#039;re under attack, use the opponent&#039;s force to hit back with the shield several times, knocking the opponent off for a few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wall of Shields&#039;&#039;&#039;: By raising his shield against the enemies the character is able to protect himself and his friends from the enemies.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Wrath&#039;&#039;&#039; [Common with [[Combat System#Infantry | Infantry style]]]: Fence your opponent’s weapon off with your shield then jump to hit him with the weapon. Stun for few second and high slash/blunt/pierce damage with jumped movement. Attack very fast and very hard to block attack.&lt;br /&gt;
&lt;br /&gt;
== War Hammering ==&lt;br /&gt;
&lt;br /&gt;
The War Hammering fighting style is particulary efficient against an armored opponent or group of opponent, especially against plate mail in close combat action.  Hammers and maces allow one to maintain typical long reach of swords while still inflicting damage to armored opponent. This fighting style is slow and can be dodged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Strength (STR) 50.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Mace &amp;amp; Hammer | Mace &amp;amp; Hammer]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all mace &amp;amp; hammer weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(War Hammering) --&amp;gt; (Arm Smash\nReq.: Mace &amp;amp; Hammer 10)&lt;br /&gt;
(Arm Smash\nReq.: Mace &amp;amp; Hammer 10) --&amp;gt; (Break the Guard\nReq.: Mace &amp;amp; Hammer 30)&lt;br /&gt;
(Break the Guard\nReq.: Mace &amp;amp; Hammer 30) --&amp;gt; (Battering Ram\nReq.: Mace &amp;amp; Hammer 50, STR 150)&lt;br /&gt;
(Battering Ram\nReq.: Mace &amp;amp; Hammer 50, STR 150) --&amp;gt; (Shield Pinning\nReq.: Mace &amp;amp; Hammer 70)&lt;br /&gt;
(Shield Pinning\nReq.: Mace &amp;amp; Hammer 70) --&amp;gt; (Swirling Hammer\nReq.: Mace &amp;amp; Hammer 100, STR 250)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arm Smash&#039;&#039;&#039;: Attacker use the head of his mace or hammer to attack his opponent&#039;s armed hand. Slow but  gives the opponent an attack malus for few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Break the Guard&#039;&#039;&#039;: Attacker swing his weapon across from side to side, fencing the opponent&#039;s weapon or shield off. Gives the opponent a defense malus for few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Battering Ram&#039;&#039;&#039;: Main hand at the base of the weapon, other hand just under weapon head, attacker lean slightly then gives a battering ram like hit onto opponents legs, backs off quickly then slash down a tremendous blow with all the weight of his weapon onto the unbalanced opponent. Can stun for a few seconds. Cannot be performed with any defensive stance.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Pinning&#039;&#039;&#039;: Attacker smash down firmly his weapon on the opponent shield, grappling it, making it fall to the ground or pinning it down. Gives an attack advantage for a few seconds. If the opponent do not use shield but is armored, this power attack will lower his defense capability.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Swirling Hammer&#039;&#039;&#039;: Attacker swirl his mace or hammer above his head then smash it down in a powerful move, hitting several targets. Stuns opponents for a few seconds.&lt;br /&gt;
&lt;br /&gt;
= Combat styles under development =&lt;br /&gt;
&lt;br /&gt;
== Barbaric ==&lt;br /&gt;
&lt;br /&gt;
This style is designed to all the mighty warriors that likes to smash and bash in the fire of battles. Charge in and hit with the power of your strength and the blunt force of your weapon(s). This style doesn&#039;t require as much strengh as we think, the mass of the weapon contribute alone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Strength (STR) 50.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Mace &amp;amp; Hammer | Mace &amp;amp; Hammer]] level 10 or [[Players Guide/Skills#Sword | Sword]] level 10 or [[Players Guide/Skills#Axe | Axe]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all maces and hammers, all swords, all axes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Barbaric) --&amp;gt; (Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10)&lt;br /&gt;
(Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10) --&amp;gt; (Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30)&lt;br /&gt;
(Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30) --&amp;gt; (Guard Wreck\nReq.: Mace &amp;amp; Hammer 50 or Axe 50 or Sword 50, STR 200)&lt;br /&gt;
(Guard Wreck\nReq.: Mace &amp;amp; Hammer 50 or Axe 50 or Sword 50, STR 200) --&amp;gt; (Feint &amp;amp; Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70)&lt;br /&gt;
(Feint &amp;amp; Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70) --&amp;gt; (Whirlwind Strike\nReq.: Mace &amp;amp; Hammer 100 or Axe 100 or Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power Attack&#039;&#039;&#039;: Attacker swing his weapon onto opponent body sides. A powerful attack able to cause more damage but at the expenses of accuracy..&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mighty Swing&#039;&#039;&#039;: Attacker quickly gets down and swings his weapon toward the opponent&#039;s legs, then stands up and lands a second strike on any part of opponent&#039;s body, if the attack hits the head the damage is doubled. Powerful but less accurate. Cannot be used with defensive stances.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Guard Wreck&#039;&#039;&#039;: Using the weight of your weapon, smash right in the opponent guard rending him unavailable to attack properly for few second. This inflict opponent of an attack penalty.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Feint &amp;amp; Smash&#039;&#039;&#039;: The attacker feints a low hit toward the opponent&#039;s feet to attract his attention on blocking low, then makes a turn around and strike the opponent&#039;s other side. Give a few second attack advantage as opponent is knocked backward and stunned.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Whirlwind Strike&#039;&#039;&#039;: By using the full strength of the body the attacker swings his weapon making a circular attack. If not blocked from the start (by the target), the attacker will be able to deal damage to anyone around him. Not particulary accurate but do high damage.&lt;br /&gt;
&lt;br /&gt;
== Fencing ==&lt;br /&gt;
Fencing style is more refined and less brutal than other weapon styles, it relies more on agility and speed instead of sheer strength and muscle power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill level 10, Agility (AGI) 60&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Longsword, Shortsword, Sabre&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fencing) --&amp;gt; (A)&lt;br /&gt;
(Fencing) --&amp;gt; (B)&lt;br /&gt;
(A) --&amp;gt; (Feint\nReq.: AGI 80, Sword 20)&lt;br /&gt;
(B) --&amp;gt; (Feint\nReq.: AGI 80, Sword 20)&lt;br /&gt;
(Feint\nReq.: AGI 80, Sword 20) --&amp;gt; (Risposte\nReq.: AGI 80, Sword 40)&lt;br /&gt;
(Risposte\nReq.: AGI 80, Sword 40) --&amp;gt; (D\nReq.: AGI 80, Sword 60)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Assassin ==&lt;br /&gt;
&lt;br /&gt;
This style is mostly used by the stealthy characters and the warriors that favor knives, daggers or shortswords use. It requires agility, has a deadly attack power but is less good in defense. Disadvantage against &amp;quot;barbaric&amp;quot; opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Agility 100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: Assassin Weapon 10, Knife &amp;amp; Dagger or Sword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knives, daggers, shortswords&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Assassin\nReq.: Agility 100, Knife &amp;amp; Dagger 10 or Sword 10) --&amp;gt; (Lethal Takedown\nReq.: Skill 10)&lt;br /&gt;
(Assassin\nReq.: Agility 100, Knife &amp;amp; Dagger 10 or Sword 10) --&amp;gt; (Dark Cloak\nReq.: Skill 10)&lt;br /&gt;
(Lethal Takedown\nReq.: Skill 10) --&amp;gt; (Slit the Throat\nReq.: Skill 30)&lt;br /&gt;
(Dark Cloak\nReq.: Skill 10) --&amp;gt; (Slit the Throat\nReq.: Skill 30)&lt;br /&gt;
(Slit the Throat\nReq.: Skill 30) --&amp;gt; (Backstabbing Blow\nReq.: Skill 60)&lt;br /&gt;
(Backstabbing Blow\nReq.: Skill 60) --&amp;gt; (Bloodthirst\nReq.: Skill 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Lethal Takedown&#039;&#039;: From the opponent&#039;s back, attacker take the opponent down by hitting him on heels or the legs. This attack can stun the opponent for few seconds. Agressive Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slit the Throat&#039;: Attacker attacks from behind the opponent&#039;s back and grab the opponent&#039;s head, making path free to slit his throat. It requires a good timing and concentration but is able to inflict a letal wound.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dark Cloak&#039;&#039;: Attacker concentrate his stealth knowledge and coats himself into shadows. As he crouches, the opponent is unable to see or touch him for a few second. Full defensive needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Backstabbing Blow&#039;&#039;: Attacker grabs opponent wrist, turns around on himself while pulling opponent forward and stab him in the back or inflict a powerfull punching blow. High Pierce/Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Bloodthirst&#039;&#039;: A fast-paced kill moove. Standing behind the opponent, attacker bring his weapon up to the right and slash it down to the left across his body, repeat the moove from top left to bottom right then finish on a down to up moove. Attacker inflict high slash damage on each moove (3). For melee users, Blunt damage with a bonus if player wearing crafted gauntlets. Bloody Stance needed.&lt;br /&gt;
&lt;br /&gt;
== Left-hand ==&lt;br /&gt;
&lt;br /&gt;
This fighting style is sophisticate. It require an high flexibility and agility, beeing able to feint with suppleness and surprise the opponent with fast body and weapon moove. This style focus on the speed and attack power. Poor defense, this style is at disadvantage against shielded opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sword, Shortsword, Knife, Dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Left-hand) --&amp;gt; (Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10) --&amp;gt; (Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30)&lt;br /&gt;
(Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30) --&amp;gt; (The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100)&lt;br /&gt;
(The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100) --&amp;gt; (Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70) --&amp;gt; (Feint of the Left-hand\nReq.: Sword 100, Knife &amp;amp; Dagger 100, Agility 200)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Thrust&#039;&#039;: Attacker raise sword horizontaly and parry opponent attack for few second. He, while then, lay down a bit and thrust forward at the opponent onto the chest with the dagger. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Cross Parry&#039;&#039;: Attacker cross firmly his sword and dagger hilts and parry opponent attack. Attacker then push his opponent backward and quickly open his arms, giving fast slash of his weapons. Slight Defense advantage for a few second. Eventual slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Sliding&#039;&#039;: Attacker quickly side face opponent, the tip of the sword up letting opponent weapon slide along his sword blade. Opponent is driven forward by his movement and attacker raise left hand above and stab his neck. Give time for attacker to step back.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Hilt Catch&#039;&#039;: Quickly dodge opponent attack with a side step and catch the hilt of his weapon with the dagger. Follow with a fast slash of the sword. High pierce damage. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Feint of the Left-hand&#039;&#039;: Attacker engage the opponent with main weapon (sword) by doing big whirls. Attract your opponent attention on your main weapon then surprise him with a swift attack of the left-hand weapon (small weapon). Easily pierce opponent defense. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
== Two-Axe ==&lt;br /&gt;
&lt;br /&gt;
The axe is a perfect compromise between sword and hammer, give the speed and slash damage of the sword and permit attacker to crush on opponent like with an hammer. This style is highly balanced but hard to master. Primary mean of defense is dodging for axe weilders. Good for speedy, deadly attack and nasty tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Axe skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all axes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-Axe) --&amp;gt; (Close Whack\nReq.: Axe 10)&lt;br /&gt;
(Close Whack\nReq.: Axe 10) --&amp;gt; (Block and Poke\nReq.: Axe 30)&lt;br /&gt;
(Block and Poke\nReq.: Axe 30) --&amp;gt; (Strike and Pull\nReq.: Axe 50)&lt;br /&gt;
(Strike and Pull\nReq.: Axe 50) --&amp;gt; (Tricked Hook\nReq.: Axe 70)&lt;br /&gt;
(Tricked Hook\nReq.: Axe 70) --&amp;gt; (Master Blow\nReq.: Axe 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Close Whack&#039;&#039;: Power moove for close combat. Attacker whack opponent on the head with the end of his axe&#039;s haft. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Block and Poke&#039;&#039;: With right-hand axe haft, attacker block opponent move and poke in the pit of his stomach by a blunt thrust of his left-hand axe-head. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Strike and Pull&#039;&#039;: Swing axe aiming at the ennemy and when the haft strikes the ennemy&#039;s body, the attacker fix the axe in that position and then shift the whole body back by sliding the rear foot backward. Attack bonus. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Tricked Hook&#039;&#039;: Attacker hook over the neck of opponent with axe head to compel him to move in another direction. Attacker can then smash his other axe onto the back of the opponent. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Master Blow&#039;&#039;: The wielder swirl his axes around, confusing his opponent before delivring a double straight blow. The attacker use the balance of his axes to concentrate all the force of the blow into a small section of the edge so the axes has enough power to punch throught helmet or mail. High pierce damage. Bloody stance needed, bad defense for attacker.&lt;br /&gt;
&lt;br /&gt;
== Two-handed Fencing ==&lt;br /&gt;
&lt;br /&gt;
This style is very popular among the warriors, especially the tall races. A claymore permit to attack with an extra range and use the weapon lenght to do more damage. Those weapon are designed for close combat and duels. They make up for the weapon&#039;s slowness on the defence and can allow another blade to be momentarily trapped or bound up. Style Equally good in attack and defense, it require strenght, endurance and a good technique. Very effective against armored opponent. Disadvantage against small weapon users.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Strength 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: claymore&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-handed Fencing) --&amp;gt; (Edge Cut\nReq.: Sword 10)&lt;br /&gt;
(Edge Cut\nReq.: Sword 10) --&amp;gt; (Angry Charge\nReq.: Sword 30)&lt;br /&gt;
(Angry Charge\nReq.: Sword 30) --&amp;gt; (Metal Barrier\nReq.: Strength 200, Endurance 200)&lt;br /&gt;
(Metal Barrier\nReq.: Strength 200, Endurance 200) --&amp;gt; (The Bound\nReq.: Sword 70)&lt;br /&gt;
(The Bound\nReq.: Sword 70) --&amp;gt; (Blade Swirl\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Edge Cut&#039;&#039;: Attacker whirls around his claymore horizontaly  from up right to down on his opponent shoulders or arms with the sharp edge of the blade. This large moove describe almost a complet circle which increase the impact force. High slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Angry Charge&#039;&#039;: Attacker start with a high stance, with claymore above his head, the tip of the sword menacing the opponent face, both hands on the pommel. Attacker extend his arms in front of him then moove forward in a charge, straight to the target. Fast Attack with high pierce damage if not blocked.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Metal Barrier&#039;&#039;: Attacker present his claymore horizontaly, left hand on the pommel, right hand grabing the blade firmly, presenting the open space to the opponent weapon for an effective block. Efficient on defensives modes. Require to wear armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Bound&#039;&#039;: Attacker firmly stop opponent attack moove by putting his weapon blade against his opponent one. He then exert a pression to drive the opponent weapon away without cuting the blades bound. Attacker get close by opponent, his blade slipping straight to the opponent body. Defense bonus + Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Swirl&#039;&#039;: Close combat moove. Right hand on the pommel, left hand in the middle of the blade, the tip of the claymore pointed toward the ennemy&#039;s head, Attacker gives a powerfull hit on the opponent helmet with the tip of the blade, Attacker then swirl his blade around, pommel forward he excute a low sweep toward opponent legs. This combo is unstoppable, give high pierce then blunt damage. Require to wear armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
== Staff and Spear ==&lt;br /&gt;
&lt;br /&gt;
Combat with a stick or a quaterstaff has a long and varied history mostly due to the fact that it is very easy to manufacture. The quaterstaff is a long, slender club like structure that is used to deliver blunt, crushing blows. It is traditionaly made of oak or ash. The lenght can vary from 1,8 to 5,4 meters. This weapons is mostly used by martial art practitioners to keep ennemy at range. All the fighting maneuvers are fast-paced. Require an high agility and accuracy. This weapon can hurt even armored opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Polearm &amp;amp; Spear skill 0, Agility 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all polearm &amp;amp; spear weapons&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Staff &amp;amp; Spear) --&amp;gt; (Downward Strike\nReq.: Polearm &amp;amp; Spear 10)&lt;br /&gt;
(Downward Strike\nReq.: Polearm &amp;amp; Spear 10) --&amp;gt; (Defense Manoeuver\nReq.: Endurance 100, Agility 100)&lt;br /&gt;
(Defense Manoeuver\nReq.: Endurance 100, Agility 100) --&amp;gt; (Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150)&lt;br /&gt;
(Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150) --&amp;gt; (Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200)&lt;br /&gt;
(Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200) --&amp;gt; (Thrust Fury\nReq.: Polearm &amp;amp; Spear 100, Endurance 300, Agility 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Downward Strike&#039;&#039;: Staff hold by the non-dominant hand at the base of the weapon, other hand placed a quarter of the way up the staff. Attacker then drop the top hand to deliver a blow with the quarterstaff on opponent mid-section. Then, the warrior deliver an overhead blow to the back of the ennemy as he crouche over in pain. Double blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defense Manoeuver&#039;&#039;: Attacker block any blow by mooving his dominant hand which should be placed a quarter of the way up the staff. Bottom hand remain stationary while the dominant hand move in the direction that the blow is coming from. This moove is very precise and permit attacker to block most of the attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Upward Strike&#039;&#039;: Attacker left shoulder face opponent left shoulder. Long range. Attacker step forward opponent, knees sightly bent, attacker give a quick blow at the left side of opponent head with the left tip of the quaterstaff. Attacker then quickly change side and bring the right end of the staff up in a blow at the opposite side of opponent head. Double Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Stun&#039;&#039;: Body well cocked for maximum striking force, holding the staff straight behind him, attacker deliver a powerful horizontal strike at any part of opponent body. Bloody Stance. An hit delivred with this moove stun the opponent for few second. Too much use of this maneuver tire the weilder.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Thrust Fury&#039;&#039;: A multiple smash and hit maneuver. Attacker Start by holding the staff with one hand while resting the butt firmly on the ground. Attacker give a slight hit of the staff onto opponent weapon fencing it off. He then grab staff with both hand and thrust onto opponent chest (blunt damage with staf, pierce with polearm). Then, quickly give a large hit of the staff bottom onto opponent back, turns on himself and thrust once more with the tip of the staff. 3 hits in a row into a fast-paced moove.&lt;br /&gt;
&lt;br /&gt;
== Wasp ==&lt;br /&gt;
&lt;br /&gt;
The use of two daggers permit the wielder a very fast-paced combat. The warrior can moove around easily, dodges blows and afflict multiple slash in a row. Strategicaly this style consist in a constant harassment of the opponent. The upmost point of this style is to always keep the dagger forward, in an intimidation moove, highly offensive. This fighting style has a poor defense power, the attack delivred aren&#039;t very powerfull but constant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knife, dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Wasp) --&amp;gt; (Scratch\nReq.: Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Scratch\nReq.: Knife &amp;amp; Dagger 10) --&amp;gt; (Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100)&lt;br /&gt;
(Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100) --&amp;gt; (Mooving Target\nReq.: Agility 200)&lt;br /&gt;
(Mooving Target\nReq.: Agility 200) --&amp;gt; (Assault\nReq.: Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Assault\nReq.: Knife &amp;amp; Dagger 70) --&amp;gt; (Blade Storm\nReq.: Knife &amp;amp; Dagger 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Scratch&#039;&#039;: Attacker in an agressive stance, moove from left to right in a confusing motion, then jump on the opponent left side and gives two quick stabs. 2 pierce damage in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blackmail&#039;&#039;: Attacker hold both dagger vertically, the tip pointing to the ground. Attacker quickly grasp opponent weapon hilt with a dagger while afflicting quick cuts with the other dagger on opponent hands and forearms. Can give up to 4 little slash hits in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Mooving Target&#039;&#039;: Attacker has strong foot forward, rear heel up, weapon in front of solar plexus, the other protect the throat. This stance permit attacker to moove left and right around the opponent, excecuting quick slashes of his blade on any part of the opponent body (up to 10 little slashes in a row depending on opponent defensive power). Defensive stance. Slight slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Assault&#039;&#039;: Attacker sprint charge a short distance straight onto opponent and suddently step to the left, thrust onto opponent body while passing by with right dagger and turn around on himself giving a large slash across body of his left dagger onto opponent back. 2 hits in a row with good pierce and slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Storm&#039;&#039;: Attacker moove forward, forming a up to down slash across body whirl with his arms in a very fast-paced moove, tips of the daggers pointing to the ground. When close enough of the opponent, attacker jump and plant his dagger onto opponent shoulder or neck until the hilt. Multiple slash damages and a last high pierce damage hit. Very difficult to parry.&lt;br /&gt;
&lt;br /&gt;
== Fists and Feet ==&lt;br /&gt;
&lt;br /&gt;
This style is the art of using the body as a weapon. It require from the warrior an high concentration and accuracy, not only for the fighting technique but also because a strong mental is needed. The Fists and Feet user must constantly advance quickly and stay in a very close range to be more efficient. Size or force of the warrior doesn&#039;t matter as long as they master their technique and strategy. Can be very efficient against long range weapon if able to get closer to target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Melee skill 0, Agility 50, Strength 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fists and Feet) --&amp;gt; (One-inch Punch\nReq.: Melee 10)&lt;br /&gt;
(One-inch Punch\nReq.: Melee 10) --&amp;gt; (Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100)&lt;br /&gt;
(Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100) --&amp;gt; (Roundhouse Kick\nReq.: Melee 70)&lt;br /&gt;
(Roundhouse Kick\nReq.: Melee 70) --&amp;gt; (Defensive Stance\nReq.: Endurance 200, Agility 200)&lt;br /&gt;
(Defensive Stance\nReq.: Endurance 200, Agility 200) --&amp;gt; (The Great Chain\nReq.: Melee 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;One-inch Punch&#039;&#039;: Attacker stand with his fists very close to the target. He then make a quick movement of the wrist which is held with the knuckles facing out on a horizontal axis, the wrist is then moved up and a strike is produced with the botton two knuckles. Generate a tremendous amount of impact force at very close distance. High blunt damage. Damage increased if a Kran or if armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Vertical Rebound Punch&#039;&#039;: The limb directly in front of the chest, elbow down, Attacker sprint jump over opponent and deliver a first vertical punch down on opponent body. The vertical nature of the punch allows attacker to absord the rebound of the punch which increase the power of the second blow given afterward while landing. Double blunt damage, the second beeing bigger. Damage increased if a Kran or if wearing armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Roundhouse Kick&#039;&#039;: Can be done targeting the low, middle or high opponent body part. Side facing opponent, Attacker throw his leg, hips rotating into the kick in order to convey more power in it, using abdominal muscles in the act of rotation for more effect. Attacker raise up on the ball of his foot while kicking to allow greater pivoting speed and increase the power. Attacker hits with the shin which reduce the kick&#039;s reach but does more damage. Up to 2 hits in a row. High blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defensive Stance&#039;&#039;: Attacker jump up avoiding sweep attack, or switch left to right to avoid straight attack, using arms as barriers to block opponent attack. If two hits blocked in a row, a charge counter-attack is enabled. Average Blunt damage. High defensive rate. Defensive stances needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Great Chain&#039;&#039;: Fast-paced chain. Attacker step quickly to the left, block opponent attack with right arm and deliver a quick and powerfull punch with the joined fingers of the left hand onto ennemy&#039;s face. Attacker then excecute a low sweep kick in opponent legs which makes him fall backward, enough for attacker to throw a second and powerfull jumping punch on the stomach. Triple Blunt damage. Impossible to parry. A few second Stagger debuff to opponent.&lt;br /&gt;
&lt;br /&gt;
== Long Knife ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;long knifes&amp;quot; are sturdy weapons with thick and curved blades able to undergoes harsh blows. Sabre users can afflict powerfull hits, and pierce even the toughest armor for the best practitioners. The very structure of those weapons permit a fencing style of cut aswell as thrust. The Long Knife Style is very particular and can surprise the unaware opponents. Low defensive capacity, this style is all in the parry and counter-strike strategy. A close combat style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sabre, Broadsword, Falchion&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Long Knife) --&amp;gt; (Moulane Cut\nReq.: Sword 10)&lt;br /&gt;
(Moulane Cut\nReq.: Sword 10) --&amp;gt; (Slipping Thrust\nReq.: Sword 30)&lt;br /&gt;
(Slipping Thrust\nReq.: Sword 30) --&amp;gt; (Sword Fury\nReq.: Sword 50)&lt;br /&gt;
(Sword Fury\nReq.: Sword 50) --&amp;gt; (T Cross\nReq.: Sword 70)&lt;br /&gt;
(T Cross\nReq.: Sword 70) --&amp;gt; (Whirl Confusion\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Moulane Cut&#039;&#039;: En garde in front of opponent, attacker flips the sword from left to right with a slight moove of his wrist. Very fast attack which deliver an high cut damage to unaware ennemy.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slipping Thrust&#039;&#039;: Standing in front of opponent, attacker with strong leg forward will block an attack buy giving a slight hit on ennemy&#039;s weapon. His sword will stay bound to the ennemy&#039;s blade, slips against it then bounce up to give an hit on the head. Thrust damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Sword Fury&#039;&#039;: Attacker block an attack with right sabre, driving opponent weapon down then deliver a quick and powerfull slash across body from left to right, turn around on himself and reiterate. Double high slash damage. Hard to parry.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;T Cross&#039;&#039;: Attacker crosses his blades perpenducularly, orientating the crossing point for it to face opponent at any moment. If a hit is taken in the defensive block, attacker counter strike with right sword, inflicting a powerfull straight cut onto opponent body. Defensive stance needed. Good cut damage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Whirl Confusion&#039;&#039;: Attacker makes a quick vertical whirl with his right hand weapon while mooving toward opponent, unable to parry the charge without some slight slash damage. Attacker finish on a quick low slash onto opponent legs. Multiple slight slash damage if oponent on defensive stance. High slash damage onto the legs. Stun for few seconds.&lt;br /&gt;
&lt;br /&gt;
== Swordmaster ==&lt;br /&gt;
&lt;br /&gt;
The swordmaster dual-weilding is able to moove around his target and realise beautifull technical swing of his swords, mostly with the same type of weapon in each hands. This style is generaly not used in a battle field due to it beeing hard to learn and difficult to master (hard to learn to use the left hand as good as the right). This Style is good in a one on one situation but very less good against a group of target or against archers. It&#039;s mostly a parry and riposte style. Wielder of two swords must be able to quickly switch stances and sword position to keep the inbalance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Shortsword, Longsword, Broadsword&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Swordmaster) --&amp;gt; (Offensive Defense\nReq.: Sword 10)&lt;br /&gt;
(Offensive Defense\nReq.: Sword 10) --&amp;gt; (The Scissor\nReq.: Sword 30)&lt;br /&gt;
(The Scissor\nReq.: Sword 30) --&amp;gt; (The Embrace\nReq.: Sword 50)&lt;br /&gt;
(The Embrace\nReq.: Sword 50) --&amp;gt; (Counter-Swing\nReq.: Sword 70)&lt;br /&gt;
(Counter-Swing\nReq.: Sword 70) --&amp;gt; (Blade Stream\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Offensive Defense&#039;&#039;: Attacker use the defensive blade to find and bind opponent&#039;s blade(s) and shift them out of line as the offensive blade moves in with a cut or thrust as the opponent&#039;s exposed body. Defensive Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Scissor&#039;&#039;: Attacker trap opponent weapon(s) in the distal space between his crossed blades and then close the space with a scissoring motion to keep the opposing weapon(s) trapped as attacker thrust both blades simultaneously into ennemy&#039;s face, throat or body. Both defense and attack point. Defensive Stance needed. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Embrace&#039;&#039;: Attacker face opponent legs spreads and arms opponent, tip of his sword pointing up, he hit opponent weapon(s) with left hand then excecute a large slash across body from left to right on opponent chest. High slash damage. Normal Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Counter Swing&#039;&#039;: Attacker block an incoming hit with his left hand sword then immediatly swing with main sword (right hand) toward the forearm of the opponent&#039;s main arm. Attacker then follow-up with a attack to opponent legs. Double slash damage. Agressive stance neeeded.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Stream&#039;&#039;: Attacker slashes an X at opponent, first from top to bottom and then bottom to top. Attacker then makes a diagonal slash with the right sword, top-right to bottom-left, spin left and uses this momentum to deal a horizontal right to left slash with left sword. Fast-paced moove with 4 slash damage in a row. Bloody stance needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Engine documents]] [[Category:Server Design]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Behaviors_and_Reactions&amp;diff=21000</id>
		<title>Behaviors and Reactions</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Behaviors_and_Reactions&amp;diff=21000"/>
		<updated>2016-02-09T11:12:36Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: /* Location Perception */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As discussed earlier in [[NPC Scripting]], any [[NPC Types]] are really simply a collection of behaviors and reactions to events.  At the most meta level, all of us fit this definition. How we act and how we respond to stimuli determines everything about our activities over time.  Thus it seems sufficient and general to model npc behavior this way also.&lt;br /&gt;
&lt;br /&gt;
Each behavior gets a script made of [[Behavior_Operations]] as documented in the previous sections.  For now we will neglect those, however and just talk about the behaviors themselves.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
Here is an example of an NPC Type’s behavior/reaction list:&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;npctype name=&amp;quot;Wanderer&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;behavior name=&amp;quot;walk&amp;quot; decay=&amp;quot;0&amp;quot; growth=&amp;quot;0&amp;quot; initial=&amp;quot;50&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;behavior name=&amp;quot;turn&amp;quot; completion_decay=&amp;quot;100&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;behavior name=&amp;quot;fight&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;behavior name=&amp;quot;chase&amp;quot; completion_decay=&amp;quot;100&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;BR&amp;gt;&lt;br /&gt;
      &amp;lt;react event=&amp;quot;collision&amp;quot;           behavior=&amp;quot;turn&amp;quot; delta=&amp;quot;100&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;react event=&amp;quot;out of bounds&amp;quot;       behavior=&amp;quot;turn&amp;quot; delta=&amp;quot;100&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;react event=&amp;quot;attack&amp;quot;              behavior=&amp;quot;fight&amp;quot; delta=&amp;quot;150&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;react event=&amp;quot;damage&amp;quot;              behavior=&amp;quot;fight&amp;quot; delta=&amp;quot;20&amp;quot; weight=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;react event=&amp;quot;target out of range&amp;quot; behavior=&amp;quot;chase&amp;quot; delta=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;react event=&amp;quot;death&amp;quot;               behavior=&amp;quot;fight&amp;quot; delta=&amp;quot;-1&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;/npctype&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This collection of behaviors and reactions is sufficient to have a basic outdoor wandering monster who will avoid collisions, stay in his boundary region, fight back if attacked and stop attacking if he dies.&lt;br /&gt;
&lt;br /&gt;
=== List of priorities for NPCs ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Similar to the way the [[hate list]] maintains a prioritized list of enemies for each NPC, each NPC also maintains a set of priorities for the list of behaviors in its npctype.  The priority list starts out with 0 as the default score, unless an “initial” attribute is specified.  (One behavior should have this attribute so the npc has a place to start.)  Thus, any “Wanderer” NPC will start with the following priority list:&lt;br /&gt;
&lt;br /&gt;
P-List: walk-50, turn-0, fight-0, chase-0&lt;br /&gt;
&lt;br /&gt;
Thus on startup the NPC will begin by walking and using the operations inside that behavior tag to do something until an event occurs which preempts the behavior by making something else higher priority.  For example, if he goes out of bounds, he will get an “out of bounds” perception, which he has a &amp;lt;react&amp;gt; tag for.  It says to add 100 points to the “turn” behavior priority, which results in:&lt;br /&gt;
&lt;br /&gt;
P-List: walk-50, turn-100, fight-0, chase-0&lt;br /&gt;
&lt;br /&gt;
So his “walk” behavior is interrupted and the “turn” behavior and script is activated.  This script starts running and the npc starts turning.  Turning to point back into the boundary region should only take a couple of seconds.  When the script complets for this behavior, the “completion_decay” of the behavior kicks in and affects the P-List again:&lt;br /&gt;
&lt;br /&gt;
P-List: walk-50, turn-0, fight-0, chase-0&lt;br /&gt;
&lt;br /&gt;
There are many real-world examples of how “completion_decay” exists in humans.  Many actions are the top priority until they are completed, and then one simply doesn’t need to do them anymore.  “completion_decay” is modeling that change in priority when an action is performed.&lt;br /&gt;
&lt;br /&gt;
Now that the priority for turn has gone back to 0, “walk” again is the highest priority behavior and the npc starts walking again.&lt;br /&gt;
&lt;br /&gt;
So now the npc is attacked by a player in the forest.  “attack” is a perception sent by the server, as discussed in a previous section, and one for which this npctype has a &amp;lt;react&amp;gt; tag, telling him to add 150 to his “fight” priority, resulting in:&lt;br /&gt;
&lt;br /&gt;
P-List: walk-50, turn-0, fight-150, chase-0&lt;br /&gt;
&lt;br /&gt;
So now the npc stops walking and starts his fight behavior, which probably has the &amp;lt;melee&amp;gt; operation in it, using the [[hate list]] to fight back against one or more attackers.  As the attack progresses, damage perceptions come in.  A damage perception of 10HP has a &amp;lt;react&amp;gt; script also, which adds 10 points to the fight priority and also has a “weight” attribute which affects the [[hate list]] instead of the behavior list:&lt;br /&gt;
&lt;br /&gt;
P-List: walk-50, turn-0, fight-160, chase-0&lt;br /&gt;
&lt;br /&gt;
Since the fight behavior is already the highest, it might be redundant to keep increasing it like this, but personally I view it as the npc getting more enraged, which means it will take him longer to calm down when he runs out of enemies.  The weight=”1” attribute means that the attacker’s hate score will go up by 1*HP.&lt;br /&gt;
&lt;br /&gt;
Now imagine that the attacking player is losing the fight, and decides to run away.  Very quickly, the “target out of range” perception will fire, created by the melee operation when the most hated enemy is farther away than the melee_range but within the seek_range.  This NPC is scripted to chase after hated enemies if they run away with his &amp;lt;react event=”target out of range”&amp;gt; tag.  The “delta” specified of 0 is a special delta which means “Make the named behavior the highest no matter what.”  When reactions are coded with 0 deltas, NPCs are really acting like state machines again.&lt;br /&gt;
&lt;br /&gt;
P-List: walk-50, turn-0, fight-160, chase-185  (Highest means at least 25 higher than the next highest to cause a preemption and switch.)&lt;br /&gt;
&lt;br /&gt;
So now the NPC stops attacking and begins chasing the most hated enemy.  The &amp;lt;chase&amp;gt; tag has a range specified for the chase to be completed (probably 2m again), so when the npc has caught the player, the chase behavior completion decay hits.  The chase behavior has  a specified completion decay of 100, but since chase was escalated artificially high by the 0 react, it is restored intead back to its original value.&lt;br /&gt;
&lt;br /&gt;
P-List: walk-50, turn-0, fight-160, chase-0&lt;br /&gt;
&lt;br /&gt;
So the npc stops chasing and resumes fighting the player immediately when he catches him.  Now the npc finally kills the player and the fight is over.  The “fight” behavior is still the highest one, so the npc keeps looking around for other enemies to fight, such as group members.  If none are found, his fight behavior keeps decreasing by 10 points per iteration.&lt;br /&gt;
P-List: walk-50, turn-0, fight-160, chase-0&lt;br /&gt;
P-List: walk-50, turn-0, fight-150, chase-0&lt;br /&gt;
P-List: walk-50, turn-0, fight-140, chase-0&lt;br /&gt;
P-List: walk-50, turn-0, fight-130, chase-0&lt;br /&gt;
And so on…&lt;br /&gt;
&lt;br /&gt;
Eventually, “walk” behavior becomes the most active again and the npc resumes his wandering of the forest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The key concepts here are that the NPC constantly maintains a priority list of behaviors and a priority of list of enemies to attack.  &amp;lt;react&amp;gt; tags can affect behavior priority, [[hate list]] priority or both.&lt;br /&gt;
&lt;br /&gt;
The interactions of events, behaviors and reactions can become very complex.  The npc can be interrupted by an attack while moving, turning or even chasing another player.  This priority structure was designed to allow for rich behavior interruption and resumption while having realistic reactions to world events and activities.  Hopefully, with the right scripts we can create very life-like npcs that are also efficient on networking and CPU, with emergent behaviors that stay challenging and interesting to players for a long time to come.&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
&lt;br /&gt;
A behavior is a collection of [[Behavior_Operations]]. A behavior can be configured to behave in very different ways. The following table show the parameters that can be set for each behavior.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|name&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The name of this behavior&lt;br /&gt;
|-&lt;br /&gt;
|loop&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Set to true if this behavior should loop&lt;br /&gt;
|-&lt;br /&gt;
|decay&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|The decay rate of this behavior to apply when the behavior is the active one.&lt;br /&gt;
|-&lt;br /&gt;
|completion_decay&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|The decay to be applied when this behavior is done. -1 will be all of the current need.&lt;br /&gt;
|-&lt;br /&gt;
|failure&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The FailurePerception to fire if a operation fail without having own failure perception.&lt;br /&gt;
|-&lt;br /&gt;
|growth&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|The growth rate of this behavior to apply when the behavior isn&#039;t the active one.&lt;br /&gt;
|-&lt;br /&gt;
|initial&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|The initial need for this behavior&lt;br /&gt;
|-&lt;br /&gt;
|interrupt&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|A perception to fire when this behavior is interrupted.&lt;br /&gt;
|-&lt;br /&gt;
|when_dead&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Set this to true if this behavior should be possible while dead. [[Behavior Operations#Resurrect_Operation|Resurrect Operation]] will need this.&lt;br /&gt;
|-&lt;br /&gt;
|resume&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Set to true if this behavior should resume after an interrupt.&lt;br /&gt;
|-&lt;br /&gt;
|min&lt;br /&gt;
|float&lt;br /&gt;
|none&lt;br /&gt;
|Set this attribute if a min need limit should be applied to this behavior.&lt;br /&gt;
|-&lt;br /&gt;
|max&lt;br /&gt;
|float&lt;br /&gt;
|none&lt;br /&gt;
|Set this attribute if a max need limit should be applied to this behavior.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;behavior name=&amp;quot;move&amp;quot; decay=&amp;quot;0&amp;quot; growth=&amp;quot;0&amp;quot; initial=&amp;quot;80&amp;quot; loop=&amp;quot;yes&amp;quot; resume=&amp;quot;yes&amp;quot;&amp;gt;&lt;br /&gt;
        ...&lt;br /&gt;
      &amp;lt;/behavior&amp;gt;&lt;br /&gt;
      &amp;lt;behavior name=&amp;quot;chase&amp;quot; decay=&amp;quot;1&amp;quot; completion_decay=&amp;quot;-1&amp;quot; growth=&amp;quot;0&amp;quot; initial=&amp;quot;0&amp;quot; &amp;gt;&lt;br /&gt;
        ...&lt;br /&gt;
      &amp;lt;/behavior&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Reaction ==&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|event&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The event to react to.&lt;br /&gt;
|-&lt;br /&gt;
|behavior&lt;br /&gt;
|string[,...,string]&lt;br /&gt;
|&lt;br /&gt;
|The set of behavior to influence if this reaction is triggered.&lt;br /&gt;
|-&lt;br /&gt;
|delta&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|Apply a delta value to the need of the affected behavior.&lt;br /&gt;
|-&lt;br /&gt;
|absolute&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|Apply a absolute value to the need of the affected behavior.&lt;br /&gt;
|-&lt;br /&gt;
|range&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|weight&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|Passed to the perception when the reaction is accepted. Used to alter the [[hate list]] of the NPC.&lt;br /&gt;
|-&lt;br /&gt;
|faction_diff&lt;br /&gt;
|int&lt;br /&gt;
|0&lt;br /&gt;
|Used to match faction perceptions.&lt;br /&gt;
|-&lt;br /&gt;
|oper&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The operator to use when comparing faction perceptions.&lt;br /&gt;
|-&lt;br /&gt;
|condition&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The condition [[NPCClient math script]] has to return a none zero value in order for the reaction to react. &lt;br /&gt;
|-&lt;br /&gt;
|value&lt;br /&gt;
|string[,...,string]&lt;br /&gt;
|&lt;br /&gt;
|Used by some perceptions like time.&lt;br /&gt;
|-&lt;br /&gt;
|random&lt;br /&gt;
|integer[,...,integer]&lt;br /&gt;
|&lt;br /&gt;
|Used to add some random value to the value array.&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The type is different for each perception. A &amp;quot;location sensed&amp;quot; will have the location type as the type. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|active_only&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Only influence active behaviors&lt;br /&gt;
|-&lt;br /&gt;
|inactive_only&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Only influence inactive behaviors&lt;br /&gt;
|-&lt;br /&gt;
|when_dead&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Influence behaviors even if the npc is dead.&lt;br /&gt;
|-&lt;br /&gt;
|when_invisible&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Set to true if an invisible NPC should accept this reaction.&lt;br /&gt;
|-&lt;br /&gt;
|when_invincible&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Set to true if an invincible NPC should accept this reaction.&lt;br /&gt;
|-&lt;br /&gt;
|only_interrupt&lt;br /&gt;
|string,[...,string]&lt;br /&gt;
|&lt;br /&gt;
|If set this event will only be accepted if it can interrupt one and active behavior from this list.&lt;br /&gt;
|-&lt;br /&gt;
|do_not_interrupt&lt;br /&gt;
|string,[...,string]&lt;br /&gt;
|&lt;br /&gt;
|Set this if this reaction should not interrupt some active behaviors.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The reaction can influence on a behaviors need either as GUARANTIED to execute(no delta or absolute attribute set), DELTA (delta attribute set), or ABSOLUTE ( absolute attribute set).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Ex:  &amp;lt;react event=&amp;quot;damage&amp;quot;                behavior=&amp;quot;Fight&amp;quot; delta=&amp;quot;20&amp;quot; weight=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Ex:  &amp;lt;react event=&amp;quot;time&amp;quot; value=&amp;quot;16,0,,,&amp;quot;  random=&amp;quot;,5,,,&amp;quot; behavior=&amp;quot;GoHome&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This example show a reaction to a time event that will occur between 1600 and 1605. This is archived due to the random property. Each of the values in value represents &amp;quot;Hour,Minute,Year,Month,Day&amp;quot;. Any parameter not&lt;br /&gt;
set will match every possible combination.&lt;br /&gt;
&lt;br /&gt;
  Ex:  &amp;lt;react event=&amp;quot;location sensed&amp;quot;    behavior=&amp;quot;ExploreLoc&amp;quot;    type=&amp;quot;mine&amp;quot; only_interrupt=&amp;quot;Explore&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This example show a reaction to the location sensed perception where location of type mine will interrupt explore operation with the ExploreLoc behavior.&lt;br /&gt;
&lt;br /&gt;
== Perceptions ==&lt;br /&gt;
&lt;br /&gt;
Perceptions it the invisible mechanism that makes reactions act. There are several situations where perceptions are fired. Some are hard coded into the NPCClient. Some are fired as responses to other script elements and the name might be configurable. An example on this is the [[Behavior_Operations#Chase_Operation|Chase Operation]] where the perception name is configured through the operation. A hard coded perception is the [[#Death Perceptions|Death Perceptions]] event.&lt;br /&gt;
&lt;br /&gt;
Some perceptions might only be documented through the senders like the [[Behavior_Operations]].&lt;br /&gt;
&lt;br /&gt;
=== Attack Perceptions ===&lt;br /&gt;
&lt;br /&gt;
This is perception is fired when someone is attacking a NPC.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Attribute&lt;br /&gt;
!Values/Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|event&lt;br /&gt;
|attack&lt;br /&gt;
|&lt;br /&gt;
|The perception name&lt;br /&gt;
|-&lt;br /&gt;
|weight&lt;br /&gt;
|&#039;&#039;float&#039;&#039;&lt;br /&gt;
|0.0&lt;br /&gt;
|The weight to apply to the [[hate list]]. The default is 0.0 so without setting a weight no adjustment to [[hate list]] will be done.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;react event=&amp;quot;attack&amp;quot; weight=&amp;quot;10.0&amp;quot; ... /&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
This example will apply 10.0 to [[hate list]] for the NPC when reacting to the attack perception.&lt;br /&gt;
&lt;br /&gt;
=== Collision Perceptions ===&lt;br /&gt;
&lt;br /&gt;
This perception is fired when someone collide due to movements.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Attribute&lt;br /&gt;
!Values/Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|event&lt;br /&gt;
|collision&lt;br /&gt;
|&lt;br /&gt;
|The perception name&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;react event=&amp;quot;collision&amp;quot;  ... /&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
=== Damage Perceptions ===&lt;br /&gt;
&lt;br /&gt;
This perception is fired when someone do damage to an NPC.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Attribute&lt;br /&gt;
!Values/Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|event&lt;br /&gt;
|damage&lt;br /&gt;
|&lt;br /&gt;
|The perception name&lt;br /&gt;
|-&lt;br /&gt;
|weight&lt;br /&gt;
|&#039;&#039;float&#039;&#039;&lt;br /&gt;
|0.0&lt;br /&gt;
|The weight to apply to the damage regarding [[hate list]]. The default is 0.0 so without setting a weight no adjustment to [[hate list]] will be done.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;react event=&amp;quot;damage&amp;quot; weight=&amp;quot;2.0&amp;quot; ... /&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
This example will apply double damage to [[hate list]] for the NPC when reacting to the damage perception.&lt;br /&gt;
&lt;br /&gt;
=== Death Perceptions ===&lt;br /&gt;
&lt;br /&gt;
This perception is fired when an NPC/Player dies and is broadcasted.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Attribute&lt;br /&gt;
!Values/Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|event&lt;br /&gt;
|death&lt;br /&gt;
|&lt;br /&gt;
|The perception name&lt;br /&gt;
|-&lt;br /&gt;
|range&lt;br /&gt;
|&#039;&#039;float&#039;&#039;&lt;br /&gt;
|0.0&lt;br /&gt;
|The range of the perception &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;react event=&amp;quot;death&amp;quot; ... /&amp;gt;&lt;br /&gt;
      &amp;lt;react event=&amp;quot;death&amp;quot; range=&amp;quot;10&amp;quot; ... /&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
Upon execution the dead entity is removed from the receivers [[hate list]].&lt;br /&gt;
&lt;br /&gt;
=== Faction Perceptions ===&lt;br /&gt;
&lt;br /&gt;
This is perception can be filtered on the faction standing between the NPC and the sender. By defining the oper in the&lt;br /&gt;
reaction the faction will be compared. Without the factions will not be compared.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Attribute&lt;br /&gt;
!Values/Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|talk&lt;br /&gt;
|&lt;br /&gt;
|Talk preception fired when talked to&lt;br /&gt;
|-&lt;br /&gt;
|event&lt;br /&gt;
|owner anyrange, owner sensed, owner nearby, owner adjacent&lt;br /&gt;
|&lt;br /&gt;
|Owner perceptions fired when owner is at different ranges(Will not get player perception if you are the owner).&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|player anyrange, player sensed, player nearby, player adjacent&lt;br /&gt;
|&lt;br /&gt;
|Player perceptions fired when player is at different ranges.&lt;br /&gt;
|-&lt;br /&gt;
|faction_diff&lt;br /&gt;
|&#039;&#039;integer&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|The faction value to compare&lt;br /&gt;
|-&lt;br /&gt;
|oper&lt;br /&gt;
|&amp;gt;,&amp;lt;&lt;br /&gt;
|&lt;br /&gt;
|React if grater than or react when less than. If no oper is defined, faction will not be compared.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Range&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|sensed&lt;br /&gt;
|&amp;lt;30&lt;br /&gt;
|-&lt;br /&gt;
|nearby&lt;br /&gt;
|&amp;lt;10&lt;br /&gt;
|-&lt;br /&gt;
|adjacent&lt;br /&gt;
|&amp;lt;4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;react event=&amp;quot;talk&amp;quot; faction_diff=&amp;quot;10&amp;quot; oper=&amp;quot;&amp;gt;&amp;quot; ... /&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
This example will only react to talk if the faction difference is more than +10 to the originator of the talk perception.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;react event=&amp;quot;player nearby&amp;quot; ... /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will allways react when a player is nearby.&lt;br /&gt;
&lt;br /&gt;
=== In bounds Perception ===&lt;br /&gt;
&lt;br /&gt;
This perception is fired whenever a NPC moves out of bounds.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Attribute&lt;br /&gt;
!Values/Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|event&lt;br /&gt;
|in bounds&lt;br /&gt;
|&lt;br /&gt;
|Checks if the NPC is in bounds of a region defined in sc_npc_definitions and set up in sc_locations.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Ex:  &amp;lt;react event=&amp;quot;in bounds&amp;quot; ... /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Item Perceptions ===&lt;br /&gt;
&lt;br /&gt;
This perception is fired whenever a NPC moves into the nearby, adjacent, or sensed range from an item. In the nearby range the item is so close that it can be picked up.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Attribute&lt;br /&gt;
!Values/Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|event&lt;br /&gt;
|item nearby, item adjacent, item sensed&lt;br /&gt;
|&lt;br /&gt;
|The different perception fired that nearby, adjacent, or sensed range.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Ex:  &amp;lt;react event=&amp;quot;item adjacent&amp;quot;   behavior=&amp;quot;pickup item&amp;quot; /&amp;gt;&lt;br /&gt;
       &amp;lt;react event=&amp;quot;inventory:added&amp;quot; behavior=&amp;quot;equip item&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Location Perception ===&lt;br /&gt;
&lt;br /&gt;
This perception is fired whenever a NPC moves into the sensed range of a location.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Attribute&lt;br /&gt;
!Values/Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|event&lt;br /&gt;
|location sensed&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|&#039;&#039;string&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|The location type name of the location sensed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Ex:  &amp;lt;react event=&amp;quot;location sensed&amp;quot; type=&amp;quot;mine&amp;quot; ... /&amp;gt;&lt;br /&gt;
       &amp;lt;react event=&amp;quot;location sensed&amp;quot; ... /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== NPC Cmd Perception ===&lt;br /&gt;
&lt;br /&gt;
This perception is fired whenever a NPC receives a command from the server. If prefixed with npccmd:self only self will react. If prefixed with npccmd:global: all npcs will be able to react to this command. The command can be generated from the [[Response Operation#NPC Cmd|NPC Cmd]] [[Response Operation]] &amp;lt;npccmd cmd=&amp;quot;npccmd:self:open_cage&amp;quot; /&amp;gt; used in [[NPC Dialogues]] scripting at the server.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Attribute&lt;br /&gt;
!Values/Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|event&lt;br /&gt;
|npccmd:self:xx|npccmod:global:xx&lt;br /&gt;
|&lt;br /&gt;
|The command sent from the server. See description above.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Ex:  &amp;lt;react event=&amp;quot;npccmd:global:start_riot&amp;quot; ... /&amp;gt;&lt;br /&gt;
       &amp;lt;react event=&amp;quot;npccmd:self:open_cage&amp;quot; ... /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Out of bounds Perception ===&lt;br /&gt;
&lt;br /&gt;
This perception is fired whenever a NPC moves out of bounds.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Attribute&lt;br /&gt;
!Values/Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|event&lt;br /&gt;
|out of bounds&lt;br /&gt;
|&lt;br /&gt;
|Checks if the NPC is out of bounds of a region defined in sc_npc_definitions and set up in sc_locations.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Ex:  &amp;lt;react event=&amp;quot;out of bounds&amp;quot; ... /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spell Perception ===&lt;br /&gt;
&lt;br /&gt;
This perception is fired whenever a spell is casted.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Attribute&lt;br /&gt;
!Values/Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|event&lt;br /&gt;
|spell:target,spell:self,spell:unkown&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|&#039;&#039;string&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|The spell type.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Ex:  &amp;lt;!-- React if you are hit by a damage spell --&amp;gt;&lt;br /&gt;
       &amp;lt;react event=&amp;quot;spell:self&amp;quot; type=&amp;quot;direct damage&amp;quot; ... /&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
       &amp;lt;!-- React if your target is healed --&amp;gt; &lt;br /&gt;
       &amp;lt;react event=&amp;quot;spell:target&amp;quot; type=&amp;quot;direct healing&amp;quot; ... /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spoken To Perception ===&lt;br /&gt;
&lt;br /&gt;
This perception is fired whenever someone speak to a NPC. This can be used to suspend other activities while players interact with the NPC.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Attribute&lt;br /&gt;
!Values/Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|event&lt;br /&gt;
|spoken_to&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|&#039;&#039;string&#039;&#039;&lt;br /&gt;
| true,false&lt;br /&gt;
|True if spoken to, or false if no longer spoken to.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Ex:  &amp;lt;react event=&amp;quot;spoken_to&amp;quot; type=&amp;quot;true&amp;quot; ... /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Time Perception ===&lt;br /&gt;
&lt;br /&gt;
This perception is fired every game minute. The time is in [[Game Time]]. It allows react to trigger on any combination of game hours, minutes, years, month, days.&lt;br /&gt;
{|&lt;br /&gt;
!Attribute&lt;br /&gt;
!Values/Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|event&lt;br /&gt;
|time&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|value&lt;br /&gt;
|hours[0-23],minutes[0-59],years,month[1-10],days[1-32]&lt;br /&gt;
|&lt;br /&gt;
|In the [[Yliakum Calendar]] there are 10 month in a year and 32 days per month. Match 1200 at the 2nd month like this &amp;quot;12,00,,2,&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
   Ex: &amp;lt;react event=&amp;quot;time&amp;quot; value=&amp;quot;12,00,,2,&amp;quot; ... /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Random times can be archived by using the random. Any value larger than the max hour, max minute, max month, max days will cause&lt;br /&gt;
the event to be normalized and the next bigger value will be increased if valid. Eg. in the following example the hour will be increased if&lt;br /&gt;
the selected random value of the minute is larger than 60.&lt;br /&gt;
&lt;br /&gt;
   Ex: &amp;lt;react event=&amp;quot;time&amp;quot; value=&amp;quot;10,0,,,&amp;quot; random=&amp;quot;,120,,,&amp;quot; ... /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Engine documents]] [[Category:NPCClient Design]] [[Category:NPCClient Scripting]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20999</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20999"/>
		<updated>2016-02-01T15:49:36Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: /* Type of Damage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || Direct Healing || Charisma || Direct Damage || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear, Drain || Charisma || Direct Damage and Damage Over Time || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element ||Charm || Will || Minor Direct Damage and Damage Over Time || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos and Fire element||- || Will || Major Direct Damage || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||Healing over Time, Polymorph || Intelligence || Major Damage Over Time || Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Summon monsters, Minor Polymorph || Intelligence || Direct Damage || Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells available to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (Brown Way) are made to be cast on the wizard. They enhance one health or stamina or increase one defensive ability. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to defeat enemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an enemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|400px]] [[Image:Magered.jpg|center|thumb|350px]]&lt;br /&gt;
&lt;br /&gt;
==Magic Mechanism==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
Spells and Magical effects can have different type of effects:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Damage&#039;&#039;&#039; (DD): direct damage is applied as soon as the spell has been cast. Red Way offensive spells usually deal direct damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage over Time&#039;&#039;&#039; (DoT): this damage is applied over a period of time. Starting from when the spells has been successfully cast and until the spell duration runs out, the target HPs are constantly reduced. Blue Way offensive spells usually deal damage over time. This type of damage usually deal more damage than an equivalent realm spell, on the other side the duration can allow the target to try to heal itself or dispel the offensive spell.&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by the server confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #efe; padding: 4px 4px; width: 850px&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Fountain.png|40px]] &#039;&#039;&#039;Tip: The higher is your knowledge in a way the higher is your chance to counter or avoid damage and effects of the same way.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=Enchanted items=&lt;br /&gt;
Glyphs can be used in combination with special Enchanters to imbue crystals (ruby, sapphire, emerald and diamond) with magical powers. These crystals held or set on items during their particular crafting stage. Once set the enchanted gem bestow its magical power on the enchanted item.&lt;br /&gt;
Each gem can be enchanted with only one glyph at time, therefore a single item cannot be enchanted with more than a single way.&lt;br /&gt;
&lt;br /&gt;
===Weapons &amp;amp; Shields===&lt;br /&gt;
Weapons usually &#039;&#039;&#039;empower&#039;&#039;&#039; the weapon&#039;s &#039;&#039;&#039;damage type&#039;&#039;&#039; and add a special ability. The following list associate the damage type with the related magic way:&lt;br /&gt;
* &#039;&#039;Blue Way &amp;amp; Red Way&#039;&#039;: slash damage&lt;br /&gt;
* &#039;&#039;Crystal Way &amp;amp; Dark Way&#039;&#039;: pierce damage&lt;br /&gt;
* &#039;&#039;Azure Way &amp;amp; Brown Way&#039;&#039;: blunt damage&lt;br /&gt;
&lt;br /&gt;
More powerful enchantments can also bestow the weapon the following effects:&lt;br /&gt;
* &#039;&#039;Blue Way&#039;&#039;: deals extra frost damage (Red Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Crystal Way&#039;&#039;: deals extra light damage and gives a Disorientation debuff (Dark Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Azure Way&#039;&#039;: drains Mana (Brown Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Red Way&#039;&#039;: deals extra fire damage (Blue Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Dark Way&#039;&#039;: drains HP (Crystal Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Brown Way&#039;&#039;: drains Strength (Azure Way Magic Resistance protects against this extra damage)&lt;br /&gt;
&lt;br /&gt;
===Armors===&lt;br /&gt;
Enchanted Armors gives &#039;&#039;&#039;Magic Resistance&#039;&#039;&#039; against the way &#039;&#039;&#039;opposed&#039;&#039;&#039; to the enchanted glyph. More powerful glyphs can also give magic resistance against ways friendly toward the opposed way, therefore a single piece of armor can have magic resistance against up to &#039;&#039;&#039;three&#039;&#039;&#039; ways. Like weapons a magic way &#039;&#039;&#039;empower&#039;&#039;&#039; the related &#039;&#039;&#039;protection type&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Jewelry===&lt;br /&gt;
Enchanted Jewels &#039;&#039;&#039;empower skills&#039;&#039;&#039; related to the magic way used to enchant, below there is the list of way related skills:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azure Way&#039;&#039;&#039;&lt;br /&gt;
* Empathy&lt;br /&gt;
* Set Traps&lt;br /&gt;
* Find Traps&lt;br /&gt;
* Knives &amp;amp; Daggers&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Blue Way&#039;&#039;&#039;&lt;br /&gt;
* Pottery&lt;br /&gt;
* Masonry&lt;br /&gt;
* Fishing&lt;br /&gt;
* Heavy Armors&lt;br /&gt;
&#039;&#039;&#039;Brown Way&#039;&#039;&#039;&lt;br /&gt;
* Harvesting&lt;br /&gt;
* Leatherworking&lt;br /&gt;
* Tailoring&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Crystal Way&#039;&#039;&#039;&lt;br /&gt;
* Musical Instrument&lt;br /&gt;
* Hide in Shadows&lt;br /&gt;
* Drawing&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Dark Way&#039;&#039;&#039;&lt;br /&gt;
* Pickpockets&lt;br /&gt;
* Repair Armors&lt;br /&gt;
* Backstab&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Red Way&#039;&#039;&#039;&lt;br /&gt;
* Tool Making&lt;br /&gt;
* Blacksmith&lt;br /&gt;
* Jewelry Making&lt;br /&gt;
* Repair Tools&lt;br /&gt;
* Heavy Armor&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20998</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20998"/>
		<updated>2016-02-01T15:49:11Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: /* Type of Damage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || Direct Healing || Charisma || Direct Damage || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear, Drain || Charisma || Direct Damage and Damage Over Time || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element ||Charm || Will || Minor Direct Damage and Damage Over Time || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos and Fire element||- || Will || Major Direct Damage || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||Healing over Time, Polymorph || Intelligence || Major Damage Over Time || Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Summon monsters, Minor Polymorph || Intelligence || Direct Damage || Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells available to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (Brown Way) are made to be cast on the wizard. They enhance one health or stamina or increase one defensive ability. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to defeat enemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an enemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|400px]] [[Image:Magered.jpg|center|thumb|350px]]&lt;br /&gt;
&lt;br /&gt;
==Magic Mechanism==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
Spells and Magical effects can have different type of effects:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Damage&#039;&#039;&#039; (DD): direct damage is applied as soon as the spell has been cast. Red Way offensive spells usually deal direct damage.&lt;br /&gt;
&#039;&#039;&#039;Damage over Time&#039;&#039;&#039; (DoT): this damage is applied over a period of time. Starting from when the spells has been successfully cast and until the spell duration runs out, the target HPs are constantly reduced. Blue Way offensive spells usually deal damage over time. This type of damage usually deal more damage than an equivalent realm spell, on the other side the duration can allow the target to try to heal itself or dispel the offensive spell.&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by the server confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #efe; padding: 4px 4px; width: 850px&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Fountain.png|40px]] &#039;&#039;&#039;Tip: The higher is your knowledge in a way the higher is your chance to counter or avoid damage and effects of the same way.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=Enchanted items=&lt;br /&gt;
Glyphs can be used in combination with special Enchanters to imbue crystals (ruby, sapphire, emerald and diamond) with magical powers. These crystals held or set on items during their particular crafting stage. Once set the enchanted gem bestow its magical power on the enchanted item.&lt;br /&gt;
Each gem can be enchanted with only one glyph at time, therefore a single item cannot be enchanted with more than a single way.&lt;br /&gt;
&lt;br /&gt;
===Weapons &amp;amp; Shields===&lt;br /&gt;
Weapons usually &#039;&#039;&#039;empower&#039;&#039;&#039; the weapon&#039;s &#039;&#039;&#039;damage type&#039;&#039;&#039; and add a special ability. The following list associate the damage type with the related magic way:&lt;br /&gt;
* &#039;&#039;Blue Way &amp;amp; Red Way&#039;&#039;: slash damage&lt;br /&gt;
* &#039;&#039;Crystal Way &amp;amp; Dark Way&#039;&#039;: pierce damage&lt;br /&gt;
* &#039;&#039;Azure Way &amp;amp; Brown Way&#039;&#039;: blunt damage&lt;br /&gt;
&lt;br /&gt;
More powerful enchantments can also bestow the weapon the following effects:&lt;br /&gt;
* &#039;&#039;Blue Way&#039;&#039;: deals extra frost damage (Red Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Crystal Way&#039;&#039;: deals extra light damage and gives a Disorientation debuff (Dark Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Azure Way&#039;&#039;: drains Mana (Brown Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Red Way&#039;&#039;: deals extra fire damage (Blue Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Dark Way&#039;&#039;: drains HP (Crystal Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Brown Way&#039;&#039;: drains Strength (Azure Way Magic Resistance protects against this extra damage)&lt;br /&gt;
&lt;br /&gt;
===Armors===&lt;br /&gt;
Enchanted Armors gives &#039;&#039;&#039;Magic Resistance&#039;&#039;&#039; against the way &#039;&#039;&#039;opposed&#039;&#039;&#039; to the enchanted glyph. More powerful glyphs can also give magic resistance against ways friendly toward the opposed way, therefore a single piece of armor can have magic resistance against up to &#039;&#039;&#039;three&#039;&#039;&#039; ways. Like weapons a magic way &#039;&#039;&#039;empower&#039;&#039;&#039; the related &#039;&#039;&#039;protection type&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Jewelry===&lt;br /&gt;
Enchanted Jewels &#039;&#039;&#039;empower skills&#039;&#039;&#039; related to the magic way used to enchant, below there is the list of way related skills:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azure Way&#039;&#039;&#039;&lt;br /&gt;
* Empathy&lt;br /&gt;
* Set Traps&lt;br /&gt;
* Find Traps&lt;br /&gt;
* Knives &amp;amp; Daggers&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Blue Way&#039;&#039;&#039;&lt;br /&gt;
* Pottery&lt;br /&gt;
* Masonry&lt;br /&gt;
* Fishing&lt;br /&gt;
* Heavy Armors&lt;br /&gt;
&#039;&#039;&#039;Brown Way&#039;&#039;&#039;&lt;br /&gt;
* Harvesting&lt;br /&gt;
* Leatherworking&lt;br /&gt;
* Tailoring&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Crystal Way&#039;&#039;&#039;&lt;br /&gt;
* Musical Instrument&lt;br /&gt;
* Hide in Shadows&lt;br /&gt;
* Drawing&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Dark Way&#039;&#039;&#039;&lt;br /&gt;
* Pickpockets&lt;br /&gt;
* Repair Armors&lt;br /&gt;
* Backstab&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Red Way&#039;&#039;&#039;&lt;br /&gt;
* Tool Making&lt;br /&gt;
* Blacksmith&lt;br /&gt;
* Jewelry Making&lt;br /&gt;
* Repair Tools&lt;br /&gt;
* Heavy Armor&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20997</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20997"/>
		<updated>2016-02-01T15:39:33Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: /* Weapons &amp;amp; Shields */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || Direct Healing || Charisma || Direct Damage || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear, Drain || Charisma || Direct Damage and Damage Over Time || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element ||Charm || Will || Minor Direct Damage and Damage Over Time || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos and Fire element||- || Will || Major Direct Damage || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||Healing over Time, Polymorph || Intelligence || Major Damage Over Time || Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Summon monsters, Minor Polymorph || Intelligence || Direct Damage || Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells available to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (Brown Way) are made to be cast on the wizard. They enhance one health or stamina or increase one defensive ability. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to defeat enemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an enemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|400px]] [[Image:Magered.jpg|center|thumb|350px]]&lt;br /&gt;
&lt;br /&gt;
==Magic Mechanism==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
DoT&lt;br /&gt;
DD&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by the server confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #efe; padding: 4px 4px; width: 850px&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Fountain.png|40px]] &#039;&#039;&#039;Tip: The higher is your knowledge in a way the higher is your chance to counter or avoid damage and effects of the same way.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=Enchanted items=&lt;br /&gt;
Glyphs can be used in combination with special Enchanters to imbue crystals (ruby, sapphire, emerald and diamond) with magical powers. These crystals held or set on items during their particular crafting stage. Once set the enchanted gem bestow its magical power on the enchanted item.&lt;br /&gt;
Each gem can be enchanted with only one glyph at time, therefore a single item cannot be enchanted with more than a single way.&lt;br /&gt;
&lt;br /&gt;
===Weapons &amp;amp; Shields===&lt;br /&gt;
Weapons usually &#039;&#039;&#039;empower&#039;&#039;&#039; the weapon&#039;s &#039;&#039;&#039;damage type&#039;&#039;&#039; and add a special ability. The following list associate the damage type with the related magic way:&lt;br /&gt;
* &#039;&#039;Blue Way &amp;amp; Red Way&#039;&#039;: slash damage&lt;br /&gt;
* &#039;&#039;Crystal Way &amp;amp; Dark Way&#039;&#039;: pierce damage&lt;br /&gt;
* &#039;&#039;Azure Way &amp;amp; Brown Way&#039;&#039;: blunt damage&lt;br /&gt;
&lt;br /&gt;
More powerful enchantments can also bestow the weapon the following effects:&lt;br /&gt;
* &#039;&#039;Blue Way&#039;&#039;: deals extra frost damage (Red Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Crystal Way&#039;&#039;: deals extra light damage and gives a Disorientation debuff (Dark Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Azure Way&#039;&#039;: drains Mana (Brown Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Red Way&#039;&#039;: deals extra fire damage (Blue Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Dark Way&#039;&#039;: drains HP (Crystal Way Magic Resistance protects against this extra damage)&lt;br /&gt;
* &#039;&#039;Brown Way&#039;&#039;: drains Strength (Azure Way Magic Resistance protects against this extra damage)&lt;br /&gt;
&lt;br /&gt;
===Armors===&lt;br /&gt;
Enchanted Armors gives &#039;&#039;&#039;Magic Resistance&#039;&#039;&#039; against the way &#039;&#039;&#039;opposed&#039;&#039;&#039; to the enchanted glyph. More powerful glyphs can also give magic resistance against ways friendly toward the opposed way, therefore a single piece of armor can have magic resistance against up to &#039;&#039;&#039;three&#039;&#039;&#039; ways. Like weapons a magic way &#039;&#039;&#039;empower&#039;&#039;&#039; the related &#039;&#039;&#039;protection type&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Jewelry===&lt;br /&gt;
Enchanted Jewels &#039;&#039;&#039;empower skills&#039;&#039;&#039; related to the magic way used to enchant, below there is the list of way related skills:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azure Way&#039;&#039;&#039;&lt;br /&gt;
* Empathy&lt;br /&gt;
* Set Traps&lt;br /&gt;
* Find Traps&lt;br /&gt;
* Knives &amp;amp; Daggers&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Blue Way&#039;&#039;&#039;&lt;br /&gt;
* Pottery&lt;br /&gt;
* Masonry&lt;br /&gt;
* Fishing&lt;br /&gt;
* Heavy Armors&lt;br /&gt;
&#039;&#039;&#039;Brown Way&#039;&#039;&#039;&lt;br /&gt;
* Harvesting&lt;br /&gt;
* Leatherworking&lt;br /&gt;
* Tailoring&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Crystal Way&#039;&#039;&#039;&lt;br /&gt;
* Musical Instrument&lt;br /&gt;
* Hide in Shadows&lt;br /&gt;
* Drawing&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Dark Way&#039;&#039;&#039;&lt;br /&gt;
* Pickpockets&lt;br /&gt;
* Repair Armors&lt;br /&gt;
* Backstab&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Red Way&#039;&#039;&#039;&lt;br /&gt;
* Tool Making&lt;br /&gt;
* Blacksmith&lt;br /&gt;
* Jewelry Making&lt;br /&gt;
* Repair Tools&lt;br /&gt;
* Heavy Armor&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20996</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20996"/>
		<updated>2016-02-01T15:29:12Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: /* Casting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || Direct Healing || Charisma || Direct Damage || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear, Drain || Charisma || Direct Damage and Damage Over Time || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element ||Charm || Will || Minor Direct Damage and Damage Over Time || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos and Fire element||- || Will || Major Direct Damage || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||Healing over Time, Polymorph || Intelligence || Major Damage Over Time || Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Summon monsters, Minor Polymorph || Intelligence || Direct Damage || Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells available to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (Brown Way) are made to be cast on the wizard. They enhance one health or stamina or increase one defensive ability. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to defeat enemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an enemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|400px]] [[Image:Magered.jpg|center|thumb|350px]]&lt;br /&gt;
&lt;br /&gt;
==Magic Mechanism==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
DoT&lt;br /&gt;
DD&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by the server confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #efe; padding: 4px 4px; width: 850px&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Fountain.png|40px]] &#039;&#039;&#039;Tip: The higher is your knowledge in a way the higher is your chance to counter or avoid damage and effects of the same way.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=Enchanted items=&lt;br /&gt;
Glyphs can be used in combination with special Enchanters to imbue crystals (ruby, sapphire, emerald and diamond) with magical powers. These crystals held or set on items during their particular crafting stage. Once set the enchanted gem bestow its magical power on the enchanted item.&lt;br /&gt;
Each gem can be enchanted with only one glyph at time, therefore a single item cannot be enchanted with more than a single way.&lt;br /&gt;
&lt;br /&gt;
===Weapons &amp;amp; Shields===&lt;br /&gt;
Weapons usually &#039;&#039;&#039;empower&#039;&#039;&#039; the weapon&#039;s &#039;&#039;&#039;damage type&#039;&#039;&#039; and add a special ability. The following list associate the damage type with the related magic way:&lt;br /&gt;
* &#039;&#039;Blue Way &amp;amp; Red Way&#039;&#039;: slash damage&lt;br /&gt;
* &#039;&#039;Crystal Way &amp;amp; Dark Way&#039;&#039;: pierce damage&lt;br /&gt;
* &#039;&#039;Azure Way &amp;amp; Brown Way&#039;&#039;: blunt damage&lt;br /&gt;
&lt;br /&gt;
===Armors===&lt;br /&gt;
Enchanted Armors gives &#039;&#039;&#039;Magic Resistance&#039;&#039;&#039; against the way &#039;&#039;&#039;opposed&#039;&#039;&#039; to the enchanted glyph. More powerful glyphs can also give magic resistance against ways friendly toward the opposed way, therefore a single piece of armor can have magic resistance against up to &#039;&#039;&#039;three&#039;&#039;&#039; ways. Like weapons a magic way &#039;&#039;&#039;empower&#039;&#039;&#039; the related &#039;&#039;&#039;protection type&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Jewelry===&lt;br /&gt;
Enchanted Jewels &#039;&#039;&#039;empower skills&#039;&#039;&#039; related to the magic way used to enchant, below there is the list of way related skills:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azure Way&#039;&#039;&#039;&lt;br /&gt;
* Empathy&lt;br /&gt;
* Set Traps&lt;br /&gt;
* Find Traps&lt;br /&gt;
* Knives &amp;amp; Daggers&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Blue Way&#039;&#039;&#039;&lt;br /&gt;
* Pottery&lt;br /&gt;
* Masonry&lt;br /&gt;
* Fishing&lt;br /&gt;
* Heavy Armors&lt;br /&gt;
&#039;&#039;&#039;Brown Way&#039;&#039;&#039;&lt;br /&gt;
* Harvesting&lt;br /&gt;
* Leatherworking&lt;br /&gt;
* Tailoring&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Crystal Way&#039;&#039;&#039;&lt;br /&gt;
* Musical Instrument&lt;br /&gt;
* Hide in Shadows&lt;br /&gt;
* Drawing&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Dark Way&#039;&#039;&#039;&lt;br /&gt;
* Pickpockets&lt;br /&gt;
* Repair Armors&lt;br /&gt;
* Backstab&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Red Way&#039;&#039;&#039;&lt;br /&gt;
* Tool Making&lt;br /&gt;
* Blacksmith&lt;br /&gt;
* Jewelry Making&lt;br /&gt;
* Repair Tools&lt;br /&gt;
* Heavy Armor&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=20993</id>
		<title>Combat System</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=20993"/>
		<updated>2015-12-07T10:19:59Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= List of Combat buffs/debuffs =&lt;br /&gt;
&lt;br /&gt;
== Attack Advantage ==&lt;br /&gt;
This buff gives the attacker a better chance to hit the opponent; it&#039;s harder for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Attack Disadvantage==&lt;br /&gt;
This debuff makes it harder for the opponent to DODGE incoming attacks.&lt;br /&gt;
&lt;br /&gt;
==Defence Advantage==&lt;br /&gt;
This buff boost the attacker&#039;s defence by making it easier for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Defence Disadvantage==&lt;br /&gt;
This debuff lower the target&#039;s defence by making it harder for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Block Advantage==&lt;br /&gt;
This buff boost the attacker&#039;s parrying capability by making it easier for him to BLOCK.&lt;br /&gt;
&lt;br /&gt;
==Block Disadvantage==&lt;br /&gt;
This debuff lower the target&#039;s parrying capability by making it harder for him to BLOCK.&lt;br /&gt;
&lt;br /&gt;
==Block Hampering==&lt;br /&gt;
Next attempt to BLOCK will automatically fail.&lt;br /&gt;
&lt;br /&gt;
==Automatic Block==&lt;br /&gt;
Next attempt to BLOCK will automatically succeed.&lt;br /&gt;
&lt;br /&gt;
==Extra Damage==&lt;br /&gt;
Extra damage is applied directly after the target has been hit, there can be several type of damage. The most common are: piercing, bludgeoning, slashing.&lt;br /&gt;
&lt;br /&gt;
==Stun==&lt;br /&gt;
The attacker is unable to move for a few second.&lt;br /&gt;
&lt;br /&gt;
==Bleeding==&lt;br /&gt;
The target is wounded and the wound causes a bleeding. The target lose health over time.&lt;br /&gt;
&lt;br /&gt;
==Fatigue==&lt;br /&gt;
The attack fatigue the target, he lose physical stamina over time.&lt;br /&gt;
&lt;br /&gt;
==Maim==&lt;br /&gt;
The attacker is severely wounded his endurance is penalized for some time.&lt;br /&gt;
&lt;br /&gt;
==Ensnare==&lt;br /&gt;
The attacker movement is hampered, his agility is penalized.&lt;br /&gt;
&lt;br /&gt;
==Interrupt Spellcasting==&lt;br /&gt;
This attack is specially aimed at interrupting a spellcaster from casting their spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combat Styles coming soon =&lt;br /&gt;
&lt;br /&gt;
== Single Handed Sword ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Knives &amp;amp; Daggers | Knives &amp;amp; Daggers]] level 10 or [[Players Guide/Skills#Sword | Sword]] level 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all swords, all knives and daggers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Single Handed Sword) --&amp;gt; (Side Thrust\nReq.: sword 10)&lt;br /&gt;
(Side Thrust\nReq.: sword 10) --&amp;gt; (Lunge\nReq.: sword 30)&lt;br /&gt;
(Lunge\nReq.: sword 30) --&amp;gt; (Beat Attack\nReq.: sword 50)&lt;br /&gt;
(Beat Attack\nReq.: sword 50) --&amp;gt; (Disengage\nReq.: sword 70)&lt;br /&gt;
(Disengage\nReq.: sword 70) --&amp;gt; (Circular Parry\nReq.: sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Side Thrust&#039;&#039;&#039;: A sword attack hitting with the blade edge.&lt;br /&gt;
* &#039;&#039;&#039;Lunge&#039;&#039;&#039;: An attack made by extending the front leg, using a slight kicking motion and propelling the body forward with the back leg.&lt;br /&gt;
* &#039;&#039;&#039;Beat Attack&#039;&#039;&#039;: The attacker beats the opponent&#039;s blade to gain priority and continues the assault against the target area.&lt;br /&gt;
* &#039;&#039;&#039;Disengage&#039;&#039;&#039;: Attacker begin his attack in one direction, moving quickly, then point down in a semi-circle to attack a different location. A feint used to trick the opponent into blocking in the wrong direction.&lt;br /&gt;
* &#039;&#039;&#039;Circular Parry&#039;&#039;&#039; : The attacker sword is twisted in a circle to catch the opponent&#039;s weapon tip and deflect it away. It is commonly used to counter a disengage. An advanced defensive technique.&lt;br /&gt;
&lt;br /&gt;
== Archery ==&lt;br /&gt;
&lt;br /&gt;
The hunters, the rangers or even the stealthy characters might choose the bows for its high accuracy, keeping ennemy at far range. The archer has a poor defense but he can take on a lot of ennemies in few seconds with deadly shots. Archery is hard to master but a well rewarding style.&lt;br /&gt;
Strenght is vital for the archer, allowing him to draw longer bows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Ranged | Ranged]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all bows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Archery) --&amp;gt; (Precise Shot\nReq.: all bows, Ranged 10)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Rapid Shot\nReq.: shortbow, Ranged 30)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Snap Shot\nReq.: longbow,  Ranged 30, STR 100)&lt;br /&gt;
(Rapid Shot\nReq.: shortbow, Ranged 30) --&amp;gt; (Kneeled Aim\nReq.: shortbow, Ranged 50)&lt;br /&gt;
(Snap Shot\nReq.: longbow,  Ranged 30, STR 100) --&amp;gt; (Ulber Shot\nReq.: longbow, Ranged 50, STR 200)&lt;br /&gt;
(Kneeled Aim\nReq.: shortbow, Ranged 50) --&amp;gt; (Hail of Arrows\nReq.: shortbow, Ranged 70)&lt;br /&gt;
(Ulber Shot\nReq.: longbow, Ranged 50, STR 200) --&amp;gt; (Pierce the Fortress\nReq.: longbow, Ranged 70, STR 300)&lt;br /&gt;
(Hail of Arrows\nReq.: shortbow, Ranged 70) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100, STR 300)&lt;br /&gt;
(Pierce the Fortress\nReq.: longbow, Ranged 70, STR 300) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100, STR 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Precise Shot&#039;&#039;&#039;: Slower but more precise shot, takes longer and inflitcs higher damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rapid Shot&#039;&#039;&#039;: Attacker aim the opponent, draw the string with the thumb, which allow him to walk left and right while shooting arrows very quickly. Attacker can shoot many arrows in few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Snap-Shot&#039;&#039;&#039;: Archer release a first arrow onto target, immediatly followed by a second arrow, slightly delayed, inflicting a powerful double attack with increased damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kneeled Aim&#039;&#039;&#039;: Attacker kneel onto the ground then sit on his heels. Attacker raise the bow, draw the string until the back of the arrow reach the corner of his mouth with three finger and aim right into the opponent chest, almost at close range. No defensive stance possible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ulber Shot&#039;&#039;&#039;: Archer pull the string, which require a good endurance and release an arrow that stagger opponent for few second. Stun effect.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hail of Arrows&#039;&#039;&#039;: Attacker hold several arrows in between the fingers of the draw hand, allowing fast repeat shots. A quick hail of arrows, you&#039;re luck if you&#039;ve not been shot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pierce the Fortress&#039;&#039;&#039;: Attacker aim and release a powerful arrow penetrating mail and plate mail and possibly affecting several aligned targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Incendiary Arrows&#039;&#039;&#039;: By alchemical means, attacker set his arrow on fire, aim and release a &amp;quot;rain&amp;quot; of arrows. Damage over time. Require the possession of a specific potion and the spell Flaming Weapon to be Off.&lt;br /&gt;
&lt;br /&gt;
== Infantry ==&lt;br /&gt;
&lt;br /&gt;
As opposed to the Barbaric style, the Infantry style relies more on training and discipline than sheer strength, soldiers are usually trained to fight with this style. The Infantry style is ideal coupled with the Shield Mastery for the one-handed weapon users. This style can be used with any weapon. Equally good at attack and defense, this style is at disadvantage against two handed weapon or polearms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: any [[Players Guide/Skills#Combat Skills | weapons skills]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Existing Quest Chain&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Infantry) --&amp;gt; (Set to Charge\nReq.: any weapons 10)&lt;br /&gt;
(Set to Charge\nReq.: any weapons 10) --&amp;gt; (Charge Block\nReq.: any weapons 30)&lt;br /&gt;
(Charge Block\nReq.: any weapons 30) --&amp;gt; (Counter Strike\nReq.: any weapons 50)&lt;br /&gt;
(Counter Strike\nReq.: any weapons 50) --&amp;gt; (Infantry Feint\nReq.: any weapons 70)&lt;br /&gt;
(Infantry Feint\nReq.: any weapons 70) --&amp;gt; (Infantry Wrath\nReq.: any weapons 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Set to Charge&#039;&#039;&#039;: Perform a frontal charge against the enemy. This attack requires preparation but gives an higher attack bonus for some time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Charge Block&#039;&#039;&#039;: By setting up to receive the charge, the attacker is given a defensive bonus at the expense of attack power. If the attacker is performing a Charge, will deal extra damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Counter Strike&#039;&#039;&#039;: By preparing oneself to receive the attack, the defender can fire a counterstrike for greater effects.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Feint&#039;&#039;&#039;: Attacker bend his weapon to the opponent one then push him over before delivring a powerfull blow on opponent back. Stun opponent for few second.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Wrath&#039;&#039;&#039;: Fence your opponent weapon off with your shield then jump hit him with the weapon. Stun for few second and high slash/blunt/pierce damage with jumped movement. Very fast moove, unblockable.&lt;br /&gt;
&lt;br /&gt;
== Shield Mastery ==&lt;br /&gt;
&lt;br /&gt;
This style hightly favor the defense. The attacker can favor heavy shields to create a true wall around him or favor light ones and use them as weapons delivring blunt damage. Good defensive ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Shield Handling | Shield Handling]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Shield Mastery) --&amp;gt; (Fast Block\nReq.: Shield Handling 10)&lt;br /&gt;
(Fast Block\nReq.: Shield Handling 10) --&amp;gt; (Shield Slam\nReq.: Shield Handling 30)&lt;br /&gt;
(Shield Slam\nReq.: Shield Handling 30) --&amp;gt; (Thwarting Attack\nReq.: Shield Handling 50)&lt;br /&gt;
(Thwarting Attack\nReq.: Shield Handling 50) --&amp;gt; (Wall of Shields\nReq.: Shield Handling 70)&lt;br /&gt;
(Wall of Shields\nReq.: Shield Handling 70) --&amp;gt; (Infantry Wrath\nReq.: any weapons 100, Shield Handling 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fast Block&#039;&#039;&#039;: By feinting an attack, the attacker is able to put up an efficient defence and quickly block several of his opponent hits by swinging his shields to the right position.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Slam&#039;&#039;&#039;: Deliver a powerful blow with your shield stunning the opponent for some time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Thwarting Attack&#039;&#039;&#039;: Setup a powerful defensive attack. Next time you&#039;re under attack, use the opponent&#039;s force to hit back with the shield several times, knocking the opponent off for a few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wall of Shields&#039;&#039;&#039;: By raising his shield against the enemies the character is able to protect himself and his friends from the enemies.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Wrath&#039;&#039;&#039; [Common with [[Combat System#Infantry | Infantry style]]]: Fence your opponent’s weapon off with your shield then jump to hit him with the weapon. Stun for few second and high slash/blunt/pierce damage with jumped movement. Attack very fast and very hard to block attack.&lt;br /&gt;
&lt;br /&gt;
== War Hammering ==&lt;br /&gt;
&lt;br /&gt;
The War Hammering fighting style is particulary efficient against an armored opponent or group of opponent, especially against plate mail in close combat action.  Hammers and maces allow one to maintain typical long reach of swords while still inflicting damage to armored opponent. This fighting style is slow and can be dodged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Strength (STR) 50.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Mace &amp;amp; Hammer | Mace &amp;amp; Hammer]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all mace &amp;amp; hammer weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(War Hammering) --&amp;gt; (Arm Smash\nReq.: Mace &amp;amp; Hammer 10)&lt;br /&gt;
(Arm Smash\nReq.: Mace &amp;amp; Hammer 10) --&amp;gt; (Break the Guard\nReq.: Mace &amp;amp; Hammer 30)&lt;br /&gt;
(Break the Guard\nReq.: Mace &amp;amp; Hammer 30) --&amp;gt; (Battering Ram\nReq.: Mace &amp;amp; Hammer 50, STR 150)&lt;br /&gt;
(Battering Ram\nReq.: Mace &amp;amp; Hammer 50, STR 150) --&amp;gt; (Shield Pinning\nReq.: Mace &amp;amp; Hammer 70)&lt;br /&gt;
(Shield Pinning\nReq.: Mace &amp;amp; Hammer 70) --&amp;gt; (Swirling Hammer\nReq.: Mace &amp;amp; Hammer 100, STR 250)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arm Smash&#039;&#039;&#039;: Attacker use the head of his mace or hammer to attack his opponent&#039;s armed hand. Slow but  gives the opponent an attack malus for few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Break the Guard&#039;&#039;&#039;: Attacker swing his weapon across from side to side, fencing the opponent&#039;s weapon or shield off. Gives the opponent a defense malus for few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Battering Ram&#039;&#039;&#039;: Main hand at the base of the weapon, other hand just under weapon head, attacker lean slightly then gives a battering ram like hit onto opponents legs, backs off quickly then slash down a tremendous blow with all the weight of his weapon onto the unbalanced opponent. Can stun for a few seconds. Cannot be performed with any defensive stance.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Pinning&#039;&#039;&#039;: Attacker smash down firmly his weapon on the opponent shield, grappling it, making it fall to the ground or pinning it down. Gives an attack advantage for a few seconds. If the opponent do not use shield but is armored, this power attack will lower his defense capability.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Swirling Hammer&#039;&#039;&#039;: Attacker swirl his mace or hammer above his head then smash it down in a powerful move, hitting several targets. Stuns opponents for a few seconds.&lt;br /&gt;
&lt;br /&gt;
= Combat styles under development =&lt;br /&gt;
&lt;br /&gt;
== Barbaric ==&lt;br /&gt;
&lt;br /&gt;
This style is designed to all the mighty warriors that likes to smash and bash in the fire of battles. Charge in and hit with the power of your strength and the blunt force of your weapon(s). This style doesn&#039;t require as much strengh as we think, the mass of the weapon contribute alone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Strength (STR) 50.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Mace &amp;amp; Hammer | Mace &amp;amp; Hammer]] level 10 or [[Players Guide/Skills#Sword | Sword]] level 10 or [[Players Guide/Skills#Axe | Axe]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all maces and hammers, all swords, all axes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Barbaric) --&amp;gt; (Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10)&lt;br /&gt;
(Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10) --&amp;gt; (Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30)&lt;br /&gt;
(Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30) --&amp;gt; (Guard Wreck\nReq.: Mace &amp;amp; Hammer 50 or Axe 50 or Sword 50, STR 200)&lt;br /&gt;
(Guard Wreck\nReq.: Mace &amp;amp; Hammer 50 or Axe 50 or Sword 50, STR 200) --&amp;gt; (Feint &amp;amp; Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70)&lt;br /&gt;
(Feint &amp;amp; Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70) --&amp;gt; (Whirlwind Strike\nReq.: Mace &amp;amp; Hammer 100 or Axe 100 or Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power Attack&#039;&#039;&#039;: Attacker swing his weapon onto opponent body sides. A powerful attack able to cause more damage but at the expenses of accuracy..&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mighty Swing&#039;&#039;&#039;: Attacker quickly gets down and swings his weapon toward the opponent&#039;s legs, then stands up and lands a second strike on any part of opponent&#039;s body, if the attack hits the head the damage is doubled. Powerful but less accurate. Cannot be used with defensive stances.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Guard Wreck&#039;&#039;&#039;: Using the weight of your weapon, smash right in the opponent guard rending him unavailable to attack properly for few second. This inflict opponent of an attack penalty.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Feint &amp;amp; Smash&#039;&#039;&#039;: The attacker feints a low hit toward the opponent&#039;s feet to attract his attention on blocking low, then makes a turn around and strike the opponent&#039;s other side. Give a few second attack advantage as opponent is knocked backward and stunned.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Whirlwind Strike&#039;&#039;&#039;: By using the full strength of the body the attacker swings his weapon making a circular attack. If not blocked from the start (by the target), the attacker will be able to deal damage to anyone around him. Not particulary accurate but do high damage.&lt;br /&gt;
&lt;br /&gt;
== Fencing ==&lt;br /&gt;
Fencing style is more refined and less brutal than other weapon styles, it relies more on agility and speed instead of sheer strength and muscle power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill level 10, Agility (AGI) 60&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Longsword, Shortsword, Sabre&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fencing) --&amp;gt; (A)&lt;br /&gt;
(Fencing) --&amp;gt; (B)&lt;br /&gt;
(A) --&amp;gt; (Feint\nReq.: AGI 80, Sword 20)&lt;br /&gt;
(B) --&amp;gt; (Feint\nReq.: AGI 80, Sword 20)&lt;br /&gt;
(Feint\nReq.: AGI 80, Sword 20) --&amp;gt; (Risposte\nReq.: AGI 80, Sword 40)&lt;br /&gt;
(Risposte\nReq.: AGI 80, Sword 40) --&amp;gt; (D\nReq.: AGI 80, Sword 60)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Assassin ==&lt;br /&gt;
&lt;br /&gt;
This style is mostly used by the stealthy characters and the warriors that favor knives, daggers or shortswords use. It requires agility, has a deadly attack power but is less good in defense. Disadvantage against &amp;quot;barbaric&amp;quot; opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Agility 100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: Assassin Weapon 10, Knife &amp;amp; Dagger or Sword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knives, daggers, shortswords&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Assassin\nReq.: Agility 100, Knife &amp;amp; Dagger 10 or Sword 10) --&amp;gt; (Lethal Takedown\nReq.: Skill 10)&lt;br /&gt;
(Assassin\nReq.: Agility 100, Knife &amp;amp; Dagger 10 or Sword 10) --&amp;gt; (Dark Cloak\nReq.: Skill 10)&lt;br /&gt;
(Lethal Takedown\nReq.: Skill 10) --&amp;gt; (Slit the Throat\nReq.: Skill 30)&lt;br /&gt;
(Dark Cloak\nReq.: Skill 10) --&amp;gt; (Slit the Throat\nReq.: Skill 30)&lt;br /&gt;
(Slit the Throat\nReq.: Skill 30) --&amp;gt; (Backstabbing Blow\nReq.: Skill 60)&lt;br /&gt;
(Backstabbing Blow\nReq.: Skill 60) --&amp;gt; (Bloodthirst\nReq.: Skill 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Lethal Takedown&#039;&#039;: From the opponent&#039;s back, attacker take the opponent down by hitting him on heels or the legs. This attack can stun the opponent for few seconds. Agressive Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slit the Throat&#039;: Attacker attacks from behind the opponent&#039;s back and grab the opponent&#039;s head, making path free to slit his throat. It requires a good timing and concentration but is able to inflict a letal wound.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dark Cloak&#039;&#039;: Attacker concentrate his stealth knowledge and coats himself into shadows. As he crouches, the opponent is unable to see or touch him for a few second. Full defensive needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Backstabbing Blow&#039;&#039;: Attacker grabs opponent wrist, turns around on himself while pulling opponent forward and stab him in the back or inflict a powerfull punching blow. High Pierce/Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Bloodthirst&#039;&#039;: A fast-paced kill moove. Standing behind the opponent, attacker bring his weapon up to the right and slash it down to the left across his body, repeat the moove from top left to bottom right then finish on a down to up moove. Attacker inflict high slash damage on each moove (3). For melee users, Blunt damage with a bonus if player wearing crafted gauntlets. Bloody Stance needed.&lt;br /&gt;
&lt;br /&gt;
== Left-hand ==&lt;br /&gt;
&lt;br /&gt;
This fighting style is sophisticate. It require an high flexibility and agility, beeing able to feint with suppleness and surprise the opponent with fast body and weapon moove. This style focus on the speed and attack power. Poor defense, this style is at disadvantage against shielded opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sword, Shortsword, Knife, Dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Left-hand) --&amp;gt; (Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10) --&amp;gt; (Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30)&lt;br /&gt;
(Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30) --&amp;gt; (The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100)&lt;br /&gt;
(The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100) --&amp;gt; (Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70) --&amp;gt; (Feint of the Left-hand\nReq.: Sword 100, Knife &amp;amp; Dagger 100, Agility 200)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Thrust&#039;&#039;: Attacker raise sword horizontaly and parry opponent attack for few second. He, while then, lay down a bit and thrust forward at the opponent onto the chest with the dagger. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Cross Parry&#039;&#039;: Attacker cross firmly his sword and dagger hilts and parry opponent attack. Attacker then push his opponent backward and quickly open his arms, giving fast slash of his weapons. Slight Defense advantage for a few second. Eventual slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Sliding&#039;&#039;: Attacker quickly side face opponent, the tip of the sword up letting opponent weapon slide along his sword blade. Opponent is driven forward by his movement and attacker raise left hand above and stab his neck. Give time for attacker to step back.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Hilt Catch&#039;&#039;: Quickly dodge opponent attack with a side step and catch the hilt of his weapon with the dagger. Follow with a fast slash of the sword. High pierce damage. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Feint of the Left-hand&#039;&#039;: Attacker engage the opponent with main weapon (sword) by doing big whirls. Attract your opponent attention on your main weapon then surprise him with a swift attack of the left-hand weapon (small weapon). Easily pierce opponent defense. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
== Two-Axe ==&lt;br /&gt;
&lt;br /&gt;
The axe is a perfect compromise between sword and hammer, give the speed and slash damage of the sword and permit attacker to crush on opponent like with an hammer. This style is highly balanced but hard to master. Primary mean of defense is dodging for axe weilders. Good for speedy, deadly attack and nasty tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Axe skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all axes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-Axe) --&amp;gt; (Close Whack\nReq.: Axe 10)&lt;br /&gt;
(Close Whack\nReq.: Axe 10) --&amp;gt; (Block and Poke\nReq.: Axe 30)&lt;br /&gt;
(Block and Poke\nReq.: Axe 30) --&amp;gt; (Strike and Pull\nReq.: Axe 50)&lt;br /&gt;
(Strike and Pull\nReq.: Axe 50) --&amp;gt; (Tricked Hook\nReq.: Axe 70)&lt;br /&gt;
(Tricked Hook\nReq.: Axe 70) --&amp;gt; (Master Blow\nReq.: Axe 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Close Whack&#039;&#039;: Power moove for close combat. Attacker whack opponent on the head with the end of his axe&#039;s haft. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Block and Poke&#039;&#039;: With right-hand axe haft, attacker block opponent move and poke in the pit of his stomach by a blunt thrust of his left-hand axe-head. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Strike and Pull&#039;&#039;: Swing axe aiming at the ennemy and when the haft strikes the ennemy&#039;s body, the attacker fix the axe in that position and then shift the whole body back by sliding the rear foot backward. Attack bonus. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Tricked Hook&#039;&#039;: Attacker hook over the neck of opponent with axe head to compel him to move in another direction. Attacker can then smash his other axe onto the back of the opponent. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Master Blow&#039;&#039;: The wielder swirl his axes around, confusing his opponent before delivring a double straight blow. The attacker use the balance of his axes to concentrate all the force of the blow into a small section of the edge so the axes has enough power to punch throught helmet or mail. High pierce damage. Bloody stance needed, bad defense for attacker.&lt;br /&gt;
&lt;br /&gt;
== Two-handed Fencing ==&lt;br /&gt;
&lt;br /&gt;
This style is very popular among the warriors, especially the tall races. A claymore permit to attack with an extra range and use the weapon lenght to do more damage. Those weapon are designed for close combat and duels. They make up for the weapon&#039;s slowness on the defence and can allow another blade to be momentarily trapped or bound up. Style Equally good in attack and defense, it require strenght, endurance and a good technique. Very effective against armored opponent. Disadvantage against small weapon users.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Strength 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: claymore&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-handed Fencing) --&amp;gt; (Edge Cut\nReq.: Sword 10)&lt;br /&gt;
(Edge Cut\nReq.: Sword 10) --&amp;gt; (Angry Charge\nReq.: Sword 30)&lt;br /&gt;
(Angry Charge\nReq.: Sword 30) --&amp;gt; (Metal Barrier\nReq.: Strength 200, Endurance 200)&lt;br /&gt;
(Metal Barrier\nReq.: Strength 200, Endurance 200) --&amp;gt; (The Bound\nReq.: Sword 70)&lt;br /&gt;
(The Bound\nReq.: Sword 70) --&amp;gt; (Blade Swirl\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Edge Cut&#039;&#039;: Attacker whirls around his claymore horizontaly  from up right to down on his opponent shoulders or arms with the sharp edge of the blade. This large moove describe almost a complet circle which increase the impact force. High slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Angry Charge&#039;&#039;: Attacker start with a high stance, with claymore above his head, the tip of the sword menacing the opponent face, both hands on the pommel. Attacker extend his arms in front of him then moove forward in a charge, straight to the target. Fast Attack with high pierce damage if not blocked.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Metal Barrier&#039;&#039;: Attacker present his claymore horizontaly, left hand on the pommel, right hand grabing the blade firmly, presenting the open space to the opponent weapon for an effective block. Efficient on defensives modes. Require to wear armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Bound&#039;&#039;: Attacker firmly stop opponent attack moove by putting his weapon blade against his opponent one. He then exert a pression to drive the opponent weapon away without cuting the blades bound. Attacker get close by opponent, his blade slipping straight to the opponent body. Defense bonus + Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Swirl&#039;&#039;: Close combat moove. Right hand on the pommel, left hand in the middle of the blade, the tip of the claymore pointed toward the ennemy&#039;s head, Attacker gives a powerfull hit on the opponent helmet with the tip of the blade, Attacker then swirl his blade around, pommel forward he excute a low sweep toward opponent legs. This combo is unstoppable, give high pierce then blunt damage. Require to wear armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
== Staff and Spear ==&lt;br /&gt;
&lt;br /&gt;
Combat with a stick or a quaterstaff has a long and varied history mostly due to the fact that it is very easy to manufacture. The quaterstaff is a long, slender club like structure that is used to deliver blunt, crushing blows. It is traditionaly made of oak or ash. The lenght can vary from 1,8 to 5,4 meters. This weapons is mostly used by martial art practitioners to keep ennemy at range. All the fighting maneuvers are fast-paced. Require an high agility and accuracy. This weapon can hurt even armored opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Polearm &amp;amp; Spear skill 0, Agility 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all polearm &amp;amp; spear weapons&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Staff &amp;amp; Spear) --&amp;gt; (Downward Strike\nReq.: Polearm &amp;amp; Spear 10)&lt;br /&gt;
(Downward Strike\nReq.: Polearm &amp;amp; Spear 10) --&amp;gt; (Defense Manoeuver\nReq.: Endurance 100, Agility 100)&lt;br /&gt;
(Defense Manoeuver\nReq.: Endurance 100, Agility 100) --&amp;gt; (Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150)&lt;br /&gt;
(Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150) --&amp;gt; (Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200)&lt;br /&gt;
(Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200) --&amp;gt; (Thrust Fury\nReq.: Polearm &amp;amp; Spear 100, Endurance 300, Agility 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Downward Strike&#039;&#039;: Staff hold by the non-dominant hand at the base of the weapon, other hand placed a quarter of the way up the staff. Attacker then drop the top hand to deliver a blow with the quarterstaff on opponent mid-section. Then, the warrior deliver an overhead blow to the back of the ennemy as he crouche over in pain. Double blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defense Manoeuver&#039;&#039;: Attacker block any blow by mooving his dominant hand which should be placed a quarter of the way up the staff. Bottom hand remain stationary while the dominant hand move in the direction that the blow is coming from. This moove is very precise and permit attacker to block most of the attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Upward Strike&#039;&#039;: Attacker left shoulder face opponent left shoulder. Long range. Attacker step forward opponent, knees sightly bent, attacker give a quick blow at the left side of opponent head with the left tip of the quaterstaff. Attacker then quickly change side and bring the right end of the staff up in a blow at the opposite side of opponent head. Double Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Stun&#039;&#039;: Body well cocked for maximum striking force, holding the staff straight behind him, attacker deliver a powerful horizontal strike at any part of opponent body. Bloody Stance. An hit delivred with this moove stun the opponent for few second. Too much use of this maneuver tire the weilder.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Thrust Fury&#039;&#039;: A multiple smash and hit maneuver. Attacker Start by holding the staff with one hand while resting the butt firmly on the ground. Attacker give a slight hit of the staff onto opponent weapon fencing it off. He then grab staff with both hand and thrust onto opponent chest (blunt damage with staf, pierce with polearm). Then, quickly give a large hit of the staff bottom onto opponent back, turns on himself and thrust once more with the tip of the staff. 3 hits in a row into a fast-paced moove.&lt;br /&gt;
&lt;br /&gt;
== Wasp ==&lt;br /&gt;
&lt;br /&gt;
The use of two daggers permit the wielder a very fast-paced combat. The warrior can moove around easily, dodges blows and afflict multiple slash in a row. Strategicaly this style consist in a constant harassment of the opponent. The upmost point of this style is to always keep the dagger forward, in an intimidation moove, highly offensive. This fighting style has a poor defense power, the attack delivred aren&#039;t very powerfull but constant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knife, dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Wasp) --&amp;gt; (Scratch\nReq.: Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Scratch\nReq.: Knife &amp;amp; Dagger 10) --&amp;gt; (Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100)&lt;br /&gt;
(Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100) --&amp;gt; (Mooving Target\nReq.: Agility 200)&lt;br /&gt;
(Mooving Target\nReq.: Agility 200) --&amp;gt; (Assault\nReq.: Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Assault\nReq.: Knife &amp;amp; Dagger 70) --&amp;gt; (Blade Storm\nReq.: Knife &amp;amp; Dagger 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Scratch&#039;&#039;: Attacker in an agressive stance, moove from left to right in a confusing motion, then jump on the opponent left side and gives two quick stabs. 2 pierce damage in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blackmail&#039;&#039;: Attacker hold both dagger vertically, the tip pointing to the ground. Attacker quickly grasp opponent weapon hilt with a dagger while afflicting quick cuts with the other dagger on opponent hands and forearms. Can give up to 4 little slash hits in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Mooving Target&#039;&#039;: Attacker has strong foot forward, rear heel up, weapon in front of solar plexus, the other protect the throat. This stance permit attacker to moove left and right around the opponent, excecuting quick slashes of his blade on any part of the opponent body (up to 10 little slashes in a row depending on opponent defensive power). Defensive stance. Slight slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Assault&#039;&#039;: Attacker sprint charge a short distance straight onto opponent and suddently step to the left, thrust onto opponent body while passing by with right dagger and turn around on himself giving a large slash across body of his left dagger onto opponent back. 2 hits in a row with good pierce and slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Storm&#039;&#039;: Attacker moove forward, forming a up to down slash across body whirl with his arms in a very fast-paced moove, tips of the daggers pointing to the ground. When close enough of the opponent, attacker jump and plant his dagger onto opponent shoulder or neck until the hilt. Multiple slash damages and a last high pierce damage hit. Very difficult to parry.&lt;br /&gt;
&lt;br /&gt;
== Fists and Feet ==&lt;br /&gt;
&lt;br /&gt;
This style is the art of using the body as a weapon. It require from the warrior an high concentration and accuracy, not only for the fighting technique but also because a strong mental is needed. The Fists and Feet user must constantly advance quickly and stay in a very close range to be more efficient. Size or force of the warrior doesn&#039;t matter as long as they master their technique and strategy. Can be very efficient against long range weapon if able to get closer to target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Melee skill 0, Agility 50, Strength 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fists and Feet) --&amp;gt; (One-inch Punch\nReq.: Melee 10)&lt;br /&gt;
(One-inch Punch\nReq.: Melee 10) --&amp;gt; (Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100)&lt;br /&gt;
(Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100) --&amp;gt; (Roundhouse Kick\nReq.: Melee 70)&lt;br /&gt;
(Roundhouse Kick\nReq.: Melee 70) --&amp;gt; (Defensive Stance\nReq.: Endurance 200, Agility 200)&lt;br /&gt;
(Defensive Stance\nReq.: Endurance 200, Agility 200) --&amp;gt; (The Great Chain\nReq.: Melee 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;One-inch Punch&#039;&#039;: Attacker stand with his fists very close to the target. He then make a quick movement of the wrist which is held with the knuckles facing out on a horizontal axis, the wrist is then moved up and a strike is produced with the botton two knuckles. Generate a tremendous amount of impact force at very close distance. High blunt damage. Damage increased if a Kran or if armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Vertical Rebound Punch&#039;&#039;: The limb directly in front of the chest, elbow down, Attacker sprint jump over opponent and deliver a first vertical punch down on opponent body. The vertical nature of the punch allows attacker to absord the rebound of the punch which increase the power of the second blow given afterward while landing. Double blunt damage, the second beeing bigger. Damage increased if a Kran or if wearing armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Roundhouse Kick&#039;&#039;: Can be done targeting the low, middle or high opponent body part. Side facing opponent, Attacker throw his leg, hips rotating into the kick in order to convey more power in it, using abdominal muscles in the act of rotation for more effect. Attacker raise up on the ball of his foot while kicking to allow greater pivoting speed and increase the power. Attacker hits with the shin which reduce the kick&#039;s reach but does more damage. Up to 2 hits in a row. High blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defensive Stance&#039;&#039;: Attacker jump up avoiding sweep attack, or switch left to right to avoid straight attack, using arms as barriers to block opponent attack. If two hits blocked in a row, a charge counter-attack is enabled. Average Blunt damage. High defensive rate. Defensive stances needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Great Chain&#039;&#039;: Fast-paced chain. Attacker step quickly to the left, block opponent attack with right arm and deliver a quick and powerfull punch with the joined fingers of the left hand onto ennemy&#039;s face. Attacker then excecute a low sweep kick in opponent legs which makes him fall backward, enough for attacker to throw a second and powerfull jumping punch on the stomach. Triple Blunt damage. Impossible to parry. A few second Stagger debuff to opponent.&lt;br /&gt;
&lt;br /&gt;
== Long Knife ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;long knifes&amp;quot; are sturdy weapons with thick and curved blades able to undergoes harsh blows. Sabre users can afflict powerfull hits, and pierce even the toughest armor for the best practitioners. The very structure of those weapons permit a fencing style of cut aswell as thrust. The Long Knife Style is very particular and can surprise the unaware opponents. Low defensive capacity, this style is all in the parry and counter-strike strategy. A close combat style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sabre, Broadsword, Falchion&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Long Knife) --&amp;gt; (Moulane Cut\nReq.: Sword 10)&lt;br /&gt;
(Moulane Cut\nReq.: Sword 10) --&amp;gt; (Slipping Thrust\nReq.: Sword 30)&lt;br /&gt;
(Slipping Thrust\nReq.: Sword 30) --&amp;gt; (Sword Fury\nReq.: Sword 50)&lt;br /&gt;
(Sword Fury\nReq.: Sword 50) --&amp;gt; (T Cross\nReq.: Sword 70)&lt;br /&gt;
(T Cross\nReq.: Sword 70) --&amp;gt; (Whirl Confusion\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Moulane Cut&#039;&#039;: En garde in front of opponent, attacker flips the sword from left to right with a slight moove of his wrist. Very fast attack which deliver an high cut damage to unaware ennemy.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slipping Thrust&#039;&#039;: Standing in front of opponent, attacker with strong leg forward will block an attack buy giving a slight hit on ennemy&#039;s weapon. His sword will stay bound to the ennemy&#039;s blade, slips against it then bounce up to give an hit on the head. Thrust damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Sword Fury&#039;&#039;: Attacker block an attack with right sabre, driving opponent weapon down then deliver a quick and powerfull slash across body from left to right, turn around on himself and reiterate. Double high slash damage. Hard to parry.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;T Cross&#039;&#039;: Attacker crosses his blades perpenducularly, orientating the crossing point for it to face opponent at any moment. If a hit is taken in the defensive block, attacker counter strike with right sword, inflicting a powerfull straight cut onto opponent body. Defensive stance needed. Good cut damage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Whirl Confusion&#039;&#039;: Attacker makes a quick vertical whirl with his right hand weapon while mooving toward opponent, unable to parry the charge without some slight slash damage. Attacker finish on a quick low slash onto opponent legs. Multiple slight slash damage if oponent on defensive stance. High slash damage onto the legs. Stun for few seconds.&lt;br /&gt;
&lt;br /&gt;
== Swordmaster ==&lt;br /&gt;
&lt;br /&gt;
The swordmaster dual-weilding is able to moove around his target and realise beautifull technical swing of his swords, mostly with the same type of weapon in each hands. This style is generaly not used in a battle field due to it beeing hard to learn and difficult to master (hard to learn to use the left hand as good as the right). This Style is good in a one on one situation but very less good against a group of target or against archers. It&#039;s mostly a parry and riposte style. Wielder of two swords must be able to quickly switch stances and sword position to keep the inbalance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Shortsword, Longsword, Broadsword&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Swordmaster) --&amp;gt; (Offensive Defense\nReq.: Sword 10)&lt;br /&gt;
(Offensive Defense\nReq.: Sword 10) --&amp;gt; (The Scissor\nReq.: Sword 30)&lt;br /&gt;
(The Scissor\nReq.: Sword 30) --&amp;gt; (The Embrace\nReq.: Sword 50)&lt;br /&gt;
(The Embrace\nReq.: Sword 50) --&amp;gt; (Counter-Swing\nReq.: Sword 70)&lt;br /&gt;
(Counter-Swing\nReq.: Sword 70) --&amp;gt; (Blade Stream\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Offensive Defense&#039;&#039;: Attacker use the defensive blade to find and bind opponent&#039;s blade(s) and shift them out of line as the offensive blade moves in with a cut or thrust as the opponent&#039;s exposed body. Defensive Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Scissor&#039;&#039;: Attacker trap opponent weapon(s) in the distal space between his crossed blades and then close the space with a scissoring motion to keep the opposing weapon(s) trapped as attacker thrust both blades simultaneously into ennemy&#039;s face, throat or body. Both defense and attack point. Defensive Stance needed. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Embrace&#039;&#039;: Attacker face opponent legs spreads and arms opponent, tip of his sword pointing up, he hit opponent weapon(s) with left hand then excecute a large slash across body from left to right on opponent chest. High slash damage. Normal Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Counter Swing&#039;&#039;: Attacker block an incoming hit with his left hand sword then immediatly swing with main sword (right hand) toward the forearm of the opponent&#039;s main arm. Attacker then follow-up with a attack to opponent legs. Double slash damage. Agressive stance neeeded.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Stream&#039;&#039;: Attacker slashes an X at opponent, first from top to bottom and then bottom to top. Attacker then makes a diagonal slash with the right sword, top-right to bottom-left, spin left and uses this momentum to deal a horizontal right to left slash with left sword. Fast-paced moove with 4 slash damage in a row. Bloody stance needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Engine documents]] [[Category:Server Design]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=20992</id>
		<title>Combat System</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=20992"/>
		<updated>2015-12-07T10:09:34Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= List of Combat buffs/debuffs =&lt;br /&gt;
&lt;br /&gt;
== Attack Advantage ==&lt;br /&gt;
This buff gives the attacker a better chance to hit the opponent; it&#039;s harder for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Attack Disadvantage==&lt;br /&gt;
This debuff makes it harder for the opponent to DODGE incoming attacks.&lt;br /&gt;
&lt;br /&gt;
==Defence Advantage==&lt;br /&gt;
This buff boost the attacker&#039;s defence by making it easier for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Defence Disadvantage==&lt;br /&gt;
This debuff lower the target&#039;s defence by making it harder for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Block Advantage==&lt;br /&gt;
This buff boost the attacker&#039;s parrying capability by making it easier for him to BLOCK.&lt;br /&gt;
&lt;br /&gt;
==Block Disadvantage==&lt;br /&gt;
This debuff lower the target&#039;s parrying capability by making it harder for him to BLOCK.&lt;br /&gt;
&lt;br /&gt;
==Extra Damage==&lt;br /&gt;
Extra damage is applied directly after the target has been hit, there can be several type of damage. The most common are: piercing, bludgeoning, slashing.&lt;br /&gt;
&lt;br /&gt;
==Stun==&lt;br /&gt;
The attacker is unable to move for a few second.&lt;br /&gt;
&lt;br /&gt;
==Bleeding==&lt;br /&gt;
The target is wounded and the wound causes a bleeding. The target lose health over time.&lt;br /&gt;
&lt;br /&gt;
==Fatigue==&lt;br /&gt;
The attack fatigue the target, he lose physical stamina over time.&lt;br /&gt;
&lt;br /&gt;
==Maim==&lt;br /&gt;
The attacker is severely wounded his endurance is penalized for some time.&lt;br /&gt;
&lt;br /&gt;
==Ensnare==&lt;br /&gt;
The attacker movement is hampered, his agility is penalized.&lt;br /&gt;
&lt;br /&gt;
==Interrupt Spellcasting==&lt;br /&gt;
This attack is specially aimed at interrupting a spellcaster from casting their spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combat Styles coming soon =&lt;br /&gt;
&lt;br /&gt;
== Single Handed Sword ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Knives &amp;amp; Daggers | Knives &amp;amp; Daggers]] level 10 or [[Players Guide/Skills#Sword | Sword]] level 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all swords, all knives and daggers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Single Handed Sword) --&amp;gt; (Side Thrust\nReq.: sword 10)&lt;br /&gt;
(Side Thrust\nReq.: sword 10) --&amp;gt; (Lunge\nReq.: sword 30)&lt;br /&gt;
(Lunge\nReq.: sword 30) --&amp;gt; (Beat Attack\nReq.: sword 50)&lt;br /&gt;
(Beat Attack\nReq.: sword 50) --&amp;gt; (Disengage\nReq.: sword 70)&lt;br /&gt;
(Disengage\nReq.: sword 70) --&amp;gt; (Circular Parry\nReq.: sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Side Thrust&#039;&#039;&#039;: A sword attack hitting with the blade edge.&lt;br /&gt;
* &#039;&#039;&#039;Lunge&#039;&#039;&#039;: An attack made by extending the front leg, using a slight kicking motion and propelling the body forward with the back leg.&lt;br /&gt;
* &#039;&#039;&#039;Beat Attack&#039;&#039;&#039;: The attacker beats the opponent&#039;s blade to gain priority and continues the assault against the target area.&lt;br /&gt;
* &#039;&#039;&#039;Disengage&#039;&#039;&#039;: Attacker begin his attack in one direction, moving quickly, then point down in a semi-circle to attack a different location. A feint used to trick the opponent into blocking in the wrong direction.&lt;br /&gt;
* &#039;&#039;&#039;Circular Parry&#039;&#039;&#039; : The attacker sword is twisted in a circle to catch the opponent&#039;s weapon tip and deflect it away. It is commonly used to counter a disengage. An advanced defensive technique.&lt;br /&gt;
&lt;br /&gt;
== Archery ==&lt;br /&gt;
&lt;br /&gt;
The hunters, the rangers or even the stealthy characters might choose the bows for its high accuracy, keeping ennemy at far range. The archer has a poor defense but he can take on a lot of ennemies in few seconds with deadly shots. Archery is hard to master but a well rewarding style.&lt;br /&gt;
Strenght is vital for the archer, allowing him to draw longer bows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Ranged | Ranged]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all bows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Archery) --&amp;gt; (Precise Shot\nReq.: all bows, Ranged 10)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Rapid Shot\nReq.: shortbow, Ranged 30)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Snap Shot\nReq.: longbow,  Ranged 30, STR 100)&lt;br /&gt;
(Rapid Shot\nReq.: shortbow, Ranged 30) --&amp;gt; (Kneeled Aim\nReq.: shortbow, Ranged 50)&lt;br /&gt;
(Snap Shot\nReq.: longbow,  Ranged 30, STR 100) --&amp;gt; (Ulber Shot\nReq.: longbow, Ranged 50, STR 200)&lt;br /&gt;
(Kneeled Aim\nReq.: shortbow, Ranged 50) --&amp;gt; (Hail of Arrows\nReq.: shortbow, Ranged 70)&lt;br /&gt;
(Ulber Shot\nReq.: longbow, Ranged 50, STR 200) --&amp;gt; (Pierce the Fortress\nReq.: longbow, Ranged 70, STR 300)&lt;br /&gt;
(Hail of Arrows\nReq.: shortbow, Ranged 70) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100, STR 300)&lt;br /&gt;
(Pierce the Fortress\nReq.: longbow, Ranged 70, STR 300) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100, STR 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Precise Shot&#039;&#039;&#039;: Slower but more precise shot, takes longer and inflitcs higher damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rapid Shot&#039;&#039;&#039;: Attacker aim the opponent, draw the string with the thumb, which allow him to walk left and right while shooting arrows very quickly. Attacker can shoot many arrows in few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Snap-Shot&#039;&#039;&#039;: Archer release a first arrow onto target, immediatly followed by a second arrow, slightly delayed, inflicting a powerful double attack with increased damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kneeled Aim&#039;&#039;&#039;: Attacker kneel onto the ground then sit on his heels. Attacker raise the bow, draw the string until the back of the arrow reach the corner of his mouth with three finger and aim right into the opponent chest, almost at close range. No defensive stance possible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ulber Shot&#039;&#039;&#039;: Archer pull the string, which require a good endurance and release an arrow that stagger opponent for few second. Stun effect.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hail of Arrows&#039;&#039;&#039;: Attacker hold several arrows in between the fingers of the draw hand, allowing fast repeat shots. A quick hail of arrows, you&#039;re luck if you&#039;ve not been shot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pierce the Fortress&#039;&#039;&#039;: Attacker aim and release a powerful arrow penetrating mail and plate mail and possibly affecting several aligned targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Incendiary Arrows&#039;&#039;&#039;: By alchemical means, attacker set his arrow on fire, aim and release a &amp;quot;rain&amp;quot; of arrows. Damage over time. Require the possession of a specific potion and the spell Flaming Weapon to be Off.&lt;br /&gt;
&lt;br /&gt;
== Infantry ==&lt;br /&gt;
&lt;br /&gt;
As opposed to the Barbaric style, the Infantry style relies more on training and discipline than sheer strength, soldiers are usually trained to fight with this style. The Infantry style is ideal coupled with the Shield Mastery for the one-handed weapon users. This style can be used with any weapon. Equally good at attack and defense, this style is at disadvantage against two handed weapon or polearms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: any [[Players Guide/Skills#Combat Skills | weapons skills]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Existing Quest Chain&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Infantry) --&amp;gt; (Set to Charge\nReq.: any weapons 10)&lt;br /&gt;
(Set to Charge\nReq.: any weapons 10) --&amp;gt; (Charge Block\nReq.: any weapons 30)&lt;br /&gt;
(Charge Block\nReq.: any weapons 30) --&amp;gt; (Counter Strike\nReq.: any weapons 50)&lt;br /&gt;
(Counter Strike\nReq.: any weapons 50) --&amp;gt; (Infantry Feint\nReq.: any weapons 70)&lt;br /&gt;
(Infantry Feint\nReq.: any weapons 70) --&amp;gt; (Infantry Wrath\nReq.: any weapons 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Set to Charge&#039;&#039;&#039;: Perform a frontal charge against the enemy. This attack requires preparation but gives an higher attack bonus for some time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Charge Block&#039;&#039;&#039;: By setting up to receive the charge, the attacker is given a defensive bonus at the expense of attack power. If the attacker is performing a Charge, will deal extra damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Counter Strike&#039;&#039;&#039;: By preparing oneself to receive the attack, the defender can fire a counterstrike for greater effects.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Feint&#039;&#039;&#039;: Attacker bend his weapon to the opponent one then push him over before delivring a powerfull blow on opponent back. Stun opponent for few second.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Wrath&#039;&#039;&#039;: Fence your opponent weapon off with your shield then jump hit him with the weapon. Stun for few second and high slash/blunt/pierce damage with jumped movement. Very fast moove, unblockable.&lt;br /&gt;
&lt;br /&gt;
== Shield Mastery ==&lt;br /&gt;
&lt;br /&gt;
This style hightly favor the defense. The attacker can favor heavy shields to create a true wall around him or favor light ones and use them as weapons delivring blunt damage. Good defensive ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Shield Handling | Shield Handling]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Shield Mastery) --&amp;gt; (Fast Block\nReq.: Shield Handling 10)&lt;br /&gt;
(Fast Block\nReq.: Shield Handling 10) --&amp;gt; (Shield Slam\nReq.: Shield Handling 30)&lt;br /&gt;
(Shield Slam\nReq.: Shield Handling 30) --&amp;gt; (Thwarting Attack\nReq.: Shield Handling 50)&lt;br /&gt;
(Thwarting Attack\nReq.: Shield Handling 50) --&amp;gt; (Wall of Shields\nReq.: Shield Handling 70)&lt;br /&gt;
(Wall of Shields\nReq.: Shield Handling 70) --&amp;gt; (Infantry Wrath\nReq.: any weapons 100, Shield Handling 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fast Block&#039;&#039;&#039;: By feinting an attack, the attacker is able to put up an efficient defence and quickly block several of his opponent hits by swinging his shields to the right position.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Slam&#039;&#039;&#039;: Deliver a powerful blow with your shield stunning the opponent for some time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Thwarting Attack&#039;&#039;&#039;: Setup a powerful defensive attack. Next time you&#039;re under attack, use the opponent&#039;s force to hit back with the shield several times, knocking the opponent off for a few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wall of Shields&#039;&#039;&#039;: By raising his shield against the enemies the character is able to protect himself and his friends from the enemies.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Wrath&#039;&#039;&#039; [Common with [[Combat System#Infantry | Infantry style]]]: Fence your opponent’s weapon off with your shield then jump to hit him with the weapon. Stun for few second and high slash/blunt/pierce damage with jumped movement. Attack very fast and very hard to block attack.&lt;br /&gt;
&lt;br /&gt;
== War Hammering ==&lt;br /&gt;
&lt;br /&gt;
The War Hammering fighting style is particulary efficient against an armored opponent or group of opponent, especially against plate mail in close combat action.  Hammers and maces allow one to maintain typical long reach of swords while still inflicting damage to armored opponent. This fighting style is slow and can be dodged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Strength (STR) 50.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Mace &amp;amp; Hammer | Mace &amp;amp; Hammer]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all mace &amp;amp; hammer weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(War Hammering) --&amp;gt; (Arm Smash\nReq.: Mace &amp;amp; Hammer 10)&lt;br /&gt;
(Arm Smash\nReq.: Mace &amp;amp; Hammer 10) --&amp;gt; (Break the Guard\nReq.: Mace &amp;amp; Hammer 30)&lt;br /&gt;
(Break the Guard\nReq.: Mace &amp;amp; Hammer 30) --&amp;gt; (Battering Ram\nReq.: Mace &amp;amp; Hammer 50, STR 150)&lt;br /&gt;
(Battering Ram\nReq.: Mace &amp;amp; Hammer 50, STR 150) --&amp;gt; (Shield Pinning\nReq.: Mace &amp;amp; Hammer 70)&lt;br /&gt;
(Shield Pinning\nReq.: Mace &amp;amp; Hammer 70) --&amp;gt; (Swirling Hammer\nReq.: Mace &amp;amp; Hammer 100, STR 250)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arm Smash&#039;&#039;&#039;: Attacker use the head of his mace or hammer to attack his opponent&#039;s armed hand. Slow but  gives the opponent an attack malus for few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Break the Guard&#039;&#039;&#039;: Attacker swing his weapon across from side to side, fencing the opponent&#039;s weapon or shield off. Gives the opponent a defense malus for few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Battering Ram&#039;&#039;&#039;: Main hand at the base of the weapon, other hand just under weapon head, attacker lean slightly then gives a battering ram like hit onto opponents legs, backs off quickly then slash down a tremendous blow with all the weight of his weapon onto the unbalanced opponent. Can stun for a few seconds. Cannot be performed with any defensive stance.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Pinning&#039;&#039;&#039;: Attacker smash down firmly his weapon on the opponent shield, grappling it, making it fall to the ground or pinning it down. Gives an attack advantage for a few seconds. If the opponent do not use shield but is armored, this power attack will lower his defense capability.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Swirling Hammer&#039;&#039;&#039;: Attacker swirl his mace or hammer above his head then smash it down in a powerful move, hitting several targets. Stuns opponents for a few seconds.&lt;br /&gt;
&lt;br /&gt;
= Combat styles under development =&lt;br /&gt;
&lt;br /&gt;
== Barbaric ==&lt;br /&gt;
&lt;br /&gt;
This style is designed to all the mighty warriors that likes to smash and bash in the fire of battles. Charge in and hit with the power of your strength and the blunt force of your weapon(s). This style doesn&#039;t require as much strengh as we think, the mass of the weapon contribute alone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Strength (STR) 50.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Mace &amp;amp; Hammer | Mace &amp;amp; Hammer]] level 10 or [[Players Guide/Skills#Sword | Sword]] level 10 or [[Players Guide/Skills#Axe | Axe]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all maces and hammers, all swords, all axes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Barbaric) --&amp;gt; (Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10)&lt;br /&gt;
(Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10) --&amp;gt; (Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30)&lt;br /&gt;
(Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30) --&amp;gt; (Guard Wreck\nReq.: Mace &amp;amp; Hammer 50 or Axe 50 or Sword 50, STR 200)&lt;br /&gt;
(Guard Wreck\nReq.: Mace &amp;amp; Hammer 50 or Axe 50 or Sword 50, STR 200) --&amp;gt; (Feint &amp;amp; Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70)&lt;br /&gt;
(Feint &amp;amp; Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70) --&amp;gt; (Whirlwind Strike\nReq.: Mace &amp;amp; Hammer 100 or Axe 100 or Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power Attack&#039;&#039;&#039;: Attacker swing his weapon onto opponent body sides. A powerful attack able to cause more damage but at the expenses of accuracy..&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mighty Swing&#039;&#039;&#039;: Attacker quickly gets down and swings his weapon toward the opponent&#039;s legs, then stands up and lands a second strike on any part of opponent&#039;s body, if the attack hits the head the damage is doubled. Powerful but less accurate. Cannot be used with defensive stances.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Guard Wreck&#039;&#039;&#039;: Using the weight of your weapon, smash right in the opponent guard rending him unavailable to attack properly for few second. This inflict opponent of an attack penalty.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Feint &amp;amp; Smash&#039;&#039;&#039;: The attacker feints a low hit toward the opponent&#039;s feet to attract his attention on blocking low, then makes a turn around and strike the opponent&#039;s other side. Give a few second attack advantage as opponent is knocked backward and stunned.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Whirlwind Strike&#039;&#039;&#039;: By using the full strength of the body the attacker swings his weapon making a circular attack. If not blocked from the start (by the target), the attacker will be able to deal damage to anyone around him. Not particulary accurate but do high damage.&lt;br /&gt;
&lt;br /&gt;
== Fencing ==&lt;br /&gt;
Fencing style is more refined and less brutal than other weapon styles, it relies more on agility and speed instead of sheer strength and muscle power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill level 10, Agility (AGI) 60&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Longsword, Shortsword, Sabre&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fencing) --&amp;gt; (A)&lt;br /&gt;
(Fencing) --&amp;gt; (B)&lt;br /&gt;
(A) --&amp;gt; (Feint\nReq.: AGI 80, Sword 20)&lt;br /&gt;
(B) --&amp;gt; (Feint\nReq.: AGI 80, Sword 20)&lt;br /&gt;
(Feint\nReq.: AGI 80, Sword 20) --&amp;gt; (Risposte\nReq.: AGI 80, Sword 40)&lt;br /&gt;
(Risposte\nReq.: AGI 80, Sword 40) --&amp;gt; (D\nReq.: AGI 80, Sword 60)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Assassin ==&lt;br /&gt;
&lt;br /&gt;
This style is mostly used by the stealthy characters and the warriors that favor knives, daggers or shortswords use. It requires agility, has a deadly attack power but is less good in defense. Disadvantage against &amp;quot;barbaric&amp;quot; opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Agility 100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: Assassin Weapon 10, Knife &amp;amp; Dagger or Sword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knives, daggers, shortswords&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Assassin\nReq.: Agility 100, Knife &amp;amp; Dagger 10 or Sword 10) --&amp;gt; (Lethal Takedown\nReq.: Skill 10)&lt;br /&gt;
(Assassin\nReq.: Agility 100, Knife &amp;amp; Dagger 10 or Sword 10) --&amp;gt; (Dark Cloak\nReq.: Skill 10)&lt;br /&gt;
(Lethal Takedown\nReq.: Skill 10) --&amp;gt; (Slit the Throat\nReq.: Skill 30)&lt;br /&gt;
(Dark Cloak\nReq.: Skill 10) --&amp;gt; (Slit the Throat\nReq.: Skill 30)&lt;br /&gt;
(Slit the Throat\nReq.: Skill 30) --&amp;gt; (Backstabbing Blow\nReq.: Skill 60)&lt;br /&gt;
(Backstabbing Blow\nReq.: Skill 60) --&amp;gt; (Bloodthirst\nReq.: Skill 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Lethal Takedown&#039;&#039;: From the opponent&#039;s back, attacker take the opponent down by hitting him on heels or the legs. This attack can stun the opponent for few seconds. Agressive Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slit the Throat&#039;: Attacker attacks from behind the opponent&#039;s back and grab the opponent&#039;s head, making path free to slit his throat. It requires a good timing and concentration but is able to inflict a letal wound.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dark Cloak&#039;&#039;: Attacker concentrate his stealth knowledge and coats himself into shadows. As he crouches, the opponent is unable to see or touch him for a few second. Full defensive needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Backstabbing Blow&#039;&#039;: Attacker grabs opponent wrist, turns around on himself while pulling opponent forward and stab him in the back or inflict a powerfull punching blow. High Pierce/Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Bloodthirst&#039;&#039;: A fast-paced kill moove. Standing behind the opponent, attacker bring his weapon up to the right and slash it down to the left across his body, repeat the moove from top left to bottom right then finish on a down to up moove. Attacker inflict high slash damage on each moove (3). For melee users, Blunt damage with a bonus if player wearing crafted gauntlets. Bloody Stance needed.&lt;br /&gt;
&lt;br /&gt;
== Left-hand ==&lt;br /&gt;
&lt;br /&gt;
This fighting style is sophisticate. It require an high flexibility and agility, beeing able to feint with suppleness and surprise the opponent with fast body and weapon moove. This style focus on the speed and attack power. Poor defense, this style is at disadvantage against shielded opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sword, Shortsword, Knife, Dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Left-hand) --&amp;gt; (Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10) --&amp;gt; (Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30)&lt;br /&gt;
(Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30) --&amp;gt; (The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100)&lt;br /&gt;
(The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100) --&amp;gt; (Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70) --&amp;gt; (Feint of the Left-hand\nReq.: Sword 100, Knife &amp;amp; Dagger 100, Agility 200)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Thrust&#039;&#039;: Attacker raise sword horizontaly and parry opponent attack for few second. He, while then, lay down a bit and thrust forward at the opponent onto the chest with the dagger. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Cross Parry&#039;&#039;: Attacker cross firmly his sword and dagger hilts and parry opponent attack. Attacker then push his opponent backward and quickly open his arms, giving fast slash of his weapons. Slight Defense advantage for a few second. Eventual slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Sliding&#039;&#039;: Attacker quickly side face opponent, the tip of the sword up letting opponent weapon slide along his sword blade. Opponent is driven forward by his movement and attacker raise left hand above and stab his neck. Give time for attacker to step back.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Hilt Catch&#039;&#039;: Quickly dodge opponent attack with a side step and catch the hilt of his weapon with the dagger. Follow with a fast slash of the sword. High pierce damage. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Feint of the Left-hand&#039;&#039;: Attacker engage the opponent with main weapon (sword) by doing big whirls. Attract your opponent attention on your main weapon then surprise him with a swift attack of the left-hand weapon (small weapon). Easily pierce opponent defense. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
== Two-Axe ==&lt;br /&gt;
&lt;br /&gt;
The axe is a perfect compromise between sword and hammer, give the speed and slash damage of the sword and permit attacker to crush on opponent like with an hammer. This style is highly balanced but hard to master. Primary mean of defense is dodging for axe weilders. Good for speedy, deadly attack and nasty tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Axe skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all axes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-Axe) --&amp;gt; (Close Whack\nReq.: Axe 10)&lt;br /&gt;
(Close Whack\nReq.: Axe 10) --&amp;gt; (Block and Poke\nReq.: Axe 30)&lt;br /&gt;
(Block and Poke\nReq.: Axe 30) --&amp;gt; (Strike and Pull\nReq.: Axe 50)&lt;br /&gt;
(Strike and Pull\nReq.: Axe 50) --&amp;gt; (Tricked Hook\nReq.: Axe 70)&lt;br /&gt;
(Tricked Hook\nReq.: Axe 70) --&amp;gt; (Master Blow\nReq.: Axe 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Close Whack&#039;&#039;: Power moove for close combat. Attacker whack opponent on the head with the end of his axe&#039;s haft. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Block and Poke&#039;&#039;: With right-hand axe haft, attacker block opponent move and poke in the pit of his stomach by a blunt thrust of his left-hand axe-head. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Strike and Pull&#039;&#039;: Swing axe aiming at the ennemy and when the haft strikes the ennemy&#039;s body, the attacker fix the axe in that position and then shift the whole body back by sliding the rear foot backward. Attack bonus. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Tricked Hook&#039;&#039;: Attacker hook over the neck of opponent with axe head to compel him to move in another direction. Attacker can then smash his other axe onto the back of the opponent. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Master Blow&#039;&#039;: The wielder swirl his axes around, confusing his opponent before delivring a double straight blow. The attacker use the balance of his axes to concentrate all the force of the blow into a small section of the edge so the axes has enough power to punch throught helmet or mail. High pierce damage. Bloody stance needed, bad defense for attacker.&lt;br /&gt;
&lt;br /&gt;
== Two-handed Fencing ==&lt;br /&gt;
&lt;br /&gt;
This style is very popular among the warriors, especially the tall races. A claymore permit to attack with an extra range and use the weapon lenght to do more damage. Those weapon are designed for close combat and duels. They make up for the weapon&#039;s slowness on the defence and can allow another blade to be momentarily trapped or bound up. Style Equally good in attack and defense, it require strenght, endurance and a good technique. Very effective against armored opponent. Disadvantage against small weapon users.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Strength 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: claymore&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-handed Fencing) --&amp;gt; (Edge Cut\nReq.: Sword 10)&lt;br /&gt;
(Edge Cut\nReq.: Sword 10) --&amp;gt; (Angry Charge\nReq.: Sword 30)&lt;br /&gt;
(Angry Charge\nReq.: Sword 30) --&amp;gt; (Metal Barrier\nReq.: Strength 200, Endurance 200)&lt;br /&gt;
(Metal Barrier\nReq.: Strength 200, Endurance 200) --&amp;gt; (The Bound\nReq.: Sword 70)&lt;br /&gt;
(The Bound\nReq.: Sword 70) --&amp;gt; (Blade Swirl\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Edge Cut&#039;&#039;: Attacker whirls around his claymore horizontaly  from up right to down on his opponent shoulders or arms with the sharp edge of the blade. This large moove describe almost a complet circle which increase the impact force. High slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Angry Charge&#039;&#039;: Attacker start with a high stance, with claymore above his head, the tip of the sword menacing the opponent face, both hands on the pommel. Attacker extend his arms in front of him then moove forward in a charge, straight to the target. Fast Attack with high pierce damage if not blocked.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Metal Barrier&#039;&#039;: Attacker present his claymore horizontaly, left hand on the pommel, right hand grabing the blade firmly, presenting the open space to the opponent weapon for an effective block. Efficient on defensives modes. Require to wear armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Bound&#039;&#039;: Attacker firmly stop opponent attack moove by putting his weapon blade against his opponent one. He then exert a pression to drive the opponent weapon away without cuting the blades bound. Attacker get close by opponent, his blade slipping straight to the opponent body. Defense bonus + Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Swirl&#039;&#039;: Close combat moove. Right hand on the pommel, left hand in the middle of the blade, the tip of the claymore pointed toward the ennemy&#039;s head, Attacker gives a powerfull hit on the opponent helmet with the tip of the blade, Attacker then swirl his blade around, pommel forward he excute a low sweep toward opponent legs. This combo is unstoppable, give high pierce then blunt damage. Require to wear armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
== Staff and Spear ==&lt;br /&gt;
&lt;br /&gt;
Combat with a stick or a quaterstaff has a long and varied history mostly due to the fact that it is very easy to manufacture. The quaterstaff is a long, slender club like structure that is used to deliver blunt, crushing blows. It is traditionaly made of oak or ash. The lenght can vary from 1,8 to 5,4 meters. This weapons is mostly used by martial art practitioners to keep ennemy at range. All the fighting maneuvers are fast-paced. Require an high agility and accuracy. This weapon can hurt even armored opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Polearm &amp;amp; Spear skill 0, Agility 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all polearm &amp;amp; spear weapons&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Staff &amp;amp; Spear) --&amp;gt; (Downward Strike\nReq.: Polearm &amp;amp; Spear 10)&lt;br /&gt;
(Downward Strike\nReq.: Polearm &amp;amp; Spear 10) --&amp;gt; (Defense Manoeuver\nReq.: Endurance 100, Agility 100)&lt;br /&gt;
(Defense Manoeuver\nReq.: Endurance 100, Agility 100) --&amp;gt; (Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150)&lt;br /&gt;
(Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150) --&amp;gt; (Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200)&lt;br /&gt;
(Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200) --&amp;gt; (Thrust Fury\nReq.: Polearm &amp;amp; Spear 100, Endurance 300, Agility 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Downward Strike&#039;&#039;: Staff hold by the non-dominant hand at the base of the weapon, other hand placed a quarter of the way up the staff. Attacker then drop the top hand to deliver a blow with the quarterstaff on opponent mid-section. Then, the warrior deliver an overhead blow to the back of the ennemy as he crouche over in pain. Double blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defense Manoeuver&#039;&#039;: Attacker block any blow by mooving his dominant hand which should be placed a quarter of the way up the staff. Bottom hand remain stationary while the dominant hand move in the direction that the blow is coming from. This moove is very precise and permit attacker to block most of the attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Upward Strike&#039;&#039;: Attacker left shoulder face opponent left shoulder. Long range. Attacker step forward opponent, knees sightly bent, attacker give a quick blow at the left side of opponent head with the left tip of the quaterstaff. Attacker then quickly change side and bring the right end of the staff up in a blow at the opposite side of opponent head. Double Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Stun&#039;&#039;: Body well cocked for maximum striking force, holding the staff straight behind him, attacker deliver a powerful horizontal strike at any part of opponent body. Bloody Stance. An hit delivred with this moove stun the opponent for few second. Too much use of this maneuver tire the weilder.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Thrust Fury&#039;&#039;: A multiple smash and hit maneuver. Attacker Start by holding the staff with one hand while resting the butt firmly on the ground. Attacker give a slight hit of the staff onto opponent weapon fencing it off. He then grab staff with both hand and thrust onto opponent chest (blunt damage with staf, pierce with polearm). Then, quickly give a large hit of the staff bottom onto opponent back, turns on himself and thrust once more with the tip of the staff. 3 hits in a row into a fast-paced moove.&lt;br /&gt;
&lt;br /&gt;
== Wasp ==&lt;br /&gt;
&lt;br /&gt;
The use of two daggers permit the wielder a very fast-paced combat. The warrior can moove around easily, dodges blows and afflict multiple slash in a row. Strategicaly this style consist in a constant harassment of the opponent. The upmost point of this style is to always keep the dagger forward, in an intimidation moove, highly offensive. This fighting style has a poor defense power, the attack delivred aren&#039;t very powerfull but constant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knife, dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Wasp) --&amp;gt; (Scratch\nReq.: Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Scratch\nReq.: Knife &amp;amp; Dagger 10) --&amp;gt; (Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100)&lt;br /&gt;
(Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100) --&amp;gt; (Mooving Target\nReq.: Agility 200)&lt;br /&gt;
(Mooving Target\nReq.: Agility 200) --&amp;gt; (Assault\nReq.: Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Assault\nReq.: Knife &amp;amp; Dagger 70) --&amp;gt; (Blade Storm\nReq.: Knife &amp;amp; Dagger 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Scratch&#039;&#039;: Attacker in an agressive stance, moove from left to right in a confusing motion, then jump on the opponent left side and gives two quick stabs. 2 pierce damage in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blackmail&#039;&#039;: Attacker hold both dagger vertically, the tip pointing to the ground. Attacker quickly grasp opponent weapon hilt with a dagger while afflicting quick cuts with the other dagger on opponent hands and forearms. Can give up to 4 little slash hits in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Mooving Target&#039;&#039;: Attacker has strong foot forward, rear heel up, weapon in front of solar plexus, the other protect the throat. This stance permit attacker to moove left and right around the opponent, excecuting quick slashes of his blade on any part of the opponent body (up to 10 little slashes in a row depending on opponent defensive power). Defensive stance. Slight slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Assault&#039;&#039;: Attacker sprint charge a short distance straight onto opponent and suddently step to the left, thrust onto opponent body while passing by with right dagger and turn around on himself giving a large slash across body of his left dagger onto opponent back. 2 hits in a row with good pierce and slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Storm&#039;&#039;: Attacker moove forward, forming a up to down slash across body whirl with his arms in a very fast-paced moove, tips of the daggers pointing to the ground. When close enough of the opponent, attacker jump and plant his dagger onto opponent shoulder or neck until the hilt. Multiple slash damages and a last high pierce damage hit. Very difficult to parry.&lt;br /&gt;
&lt;br /&gt;
== Fists and Feet ==&lt;br /&gt;
&lt;br /&gt;
This style is the art of using the body as a weapon. It require from the warrior an high concentration and accuracy, not only for the fighting technique but also because a strong mental is needed. The Fists and Feet user must constantly advance quickly and stay in a very close range to be more efficient. Size or force of the warrior doesn&#039;t matter as long as they master their technique and strategy. Can be very efficient against long range weapon if able to get closer to target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Melee skill 0, Agility 50, Strength 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fists and Feet) --&amp;gt; (One-inch Punch\nReq.: Melee 10)&lt;br /&gt;
(One-inch Punch\nReq.: Melee 10) --&amp;gt; (Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100)&lt;br /&gt;
(Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100) --&amp;gt; (Roundhouse Kick\nReq.: Melee 70)&lt;br /&gt;
(Roundhouse Kick\nReq.: Melee 70) --&amp;gt; (Defensive Stance\nReq.: Endurance 200, Agility 200)&lt;br /&gt;
(Defensive Stance\nReq.: Endurance 200, Agility 200) --&amp;gt; (The Great Chain\nReq.: Melee 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;One-inch Punch&#039;&#039;: Attacker stand with his fists very close to the target. He then make a quick movement of the wrist which is held with the knuckles facing out on a horizontal axis, the wrist is then moved up and a strike is produced with the botton two knuckles. Generate a tremendous amount of impact force at very close distance. High blunt damage. Damage increased if a Kran or if armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Vertical Rebound Punch&#039;&#039;: The limb directly in front of the chest, elbow down, Attacker sprint jump over opponent and deliver a first vertical punch down on opponent body. The vertical nature of the punch allows attacker to absord the rebound of the punch which increase the power of the second blow given afterward while landing. Double blunt damage, the second beeing bigger. Damage increased if a Kran or if wearing armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Roundhouse Kick&#039;&#039;: Can be done targeting the low, middle or high opponent body part. Side facing opponent, Attacker throw his leg, hips rotating into the kick in order to convey more power in it, using abdominal muscles in the act of rotation for more effect. Attacker raise up on the ball of his foot while kicking to allow greater pivoting speed and increase the power. Attacker hits with the shin which reduce the kick&#039;s reach but does more damage. Up to 2 hits in a row. High blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defensive Stance&#039;&#039;: Attacker jump up avoiding sweep attack, or switch left to right to avoid straight attack, using arms as barriers to block opponent attack. If two hits blocked in a row, a charge counter-attack is enabled. Average Blunt damage. High defensive rate. Defensive stances needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Great Chain&#039;&#039;: Fast-paced chain. Attacker step quickly to the left, block opponent attack with right arm and deliver a quick and powerfull punch with the joined fingers of the left hand onto ennemy&#039;s face. Attacker then excecute a low sweep kick in opponent legs which makes him fall backward, enough for attacker to throw a second and powerfull jumping punch on the stomach. Triple Blunt damage. Impossible to parry. A few second Stagger debuff to opponent.&lt;br /&gt;
&lt;br /&gt;
== Long Knife ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;long knifes&amp;quot; are sturdy weapons with thick and curved blades able to undergoes harsh blows. Sabre users can afflict powerfull hits, and pierce even the toughest armor for the best practitioners. The very structure of those weapons permit a fencing style of cut aswell as thrust. The Long Knife Style is very particular and can surprise the unaware opponents. Low defensive capacity, this style is all in the parry and counter-strike strategy. A close combat style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sabre, Broadsword, Falchion&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Long Knife) --&amp;gt; (Moulane Cut\nReq.: Sword 10)&lt;br /&gt;
(Moulane Cut\nReq.: Sword 10) --&amp;gt; (Slipping Thrust\nReq.: Sword 30)&lt;br /&gt;
(Slipping Thrust\nReq.: Sword 30) --&amp;gt; (Sword Fury\nReq.: Sword 50)&lt;br /&gt;
(Sword Fury\nReq.: Sword 50) --&amp;gt; (T Cross\nReq.: Sword 70)&lt;br /&gt;
(T Cross\nReq.: Sword 70) --&amp;gt; (Whirl Confusion\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Moulane Cut&#039;&#039;: En garde in front of opponent, attacker flips the sword from left to right with a slight moove of his wrist. Very fast attack which deliver an high cut damage to unaware ennemy.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slipping Thrust&#039;&#039;: Standing in front of opponent, attacker with strong leg forward will block an attack buy giving a slight hit on ennemy&#039;s weapon. His sword will stay bound to the ennemy&#039;s blade, slips against it then bounce up to give an hit on the head. Thrust damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Sword Fury&#039;&#039;: Attacker block an attack with right sabre, driving opponent weapon down then deliver a quick and powerfull slash across body from left to right, turn around on himself and reiterate. Double high slash damage. Hard to parry.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;T Cross&#039;&#039;: Attacker crosses his blades perpenducularly, orientating the crossing point for it to face opponent at any moment. If a hit is taken in the defensive block, attacker counter strike with right sword, inflicting a powerfull straight cut onto opponent body. Defensive stance needed. Good cut damage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Whirl Confusion&#039;&#039;: Attacker makes a quick vertical whirl with his right hand weapon while mooving toward opponent, unable to parry the charge without some slight slash damage. Attacker finish on a quick low slash onto opponent legs. Multiple slight slash damage if oponent on defensive stance. High slash damage onto the legs. Stun for few seconds.&lt;br /&gt;
&lt;br /&gt;
== Swordmaster ==&lt;br /&gt;
&lt;br /&gt;
The swordmaster dual-weilding is able to moove around his target and realise beautifull technical swing of his swords, mostly with the same type of weapon in each hands. This style is generaly not used in a battle field due to it beeing hard to learn and difficult to master (hard to learn to use the left hand as good as the right). This Style is good in a one on one situation but very less good against a group of target or against archers. It&#039;s mostly a parry and riposte style. Wielder of two swords must be able to quickly switch stances and sword position to keep the inbalance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Shortsword, Longsword, Broadsword&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Swordmaster) --&amp;gt; (Offensive Defense\nReq.: Sword 10)&lt;br /&gt;
(Offensive Defense\nReq.: Sword 10) --&amp;gt; (The Scissor\nReq.: Sword 30)&lt;br /&gt;
(The Scissor\nReq.: Sword 30) --&amp;gt; (The Embrace\nReq.: Sword 50)&lt;br /&gt;
(The Embrace\nReq.: Sword 50) --&amp;gt; (Counter-Swing\nReq.: Sword 70)&lt;br /&gt;
(Counter-Swing\nReq.: Sword 70) --&amp;gt; (Blade Stream\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Offensive Defense&#039;&#039;: Attacker use the defensive blade to find and bind opponent&#039;s blade(s) and shift them out of line as the offensive blade moves in with a cut or thrust as the opponent&#039;s exposed body. Defensive Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Scissor&#039;&#039;: Attacker trap opponent weapon(s) in the distal space between his crossed blades and then close the space with a scissoring motion to keep the opposing weapon(s) trapped as attacker thrust both blades simultaneously into ennemy&#039;s face, throat or body. Both defense and attack point. Defensive Stance needed. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Embrace&#039;&#039;: Attacker face opponent legs spreads and arms opponent, tip of his sword pointing up, he hit opponent weapon(s) with left hand then excecute a large slash across body from left to right on opponent chest. High slash damage. Normal Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Counter Swing&#039;&#039;: Attacker block an incoming hit with his left hand sword then immediatly swing with main sword (right hand) toward the forearm of the opponent&#039;s main arm. Attacker then follow-up with a attack to opponent legs. Double slash damage. Agressive stance neeeded.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Stream&#039;&#039;: Attacker slashes an X at opponent, first from top to bottom and then bottom to top. Attacker then makes a diagonal slash with the right sword, top-right to bottom-left, spin left and uses this momentum to deal a horizontal right to left slash with left sword. Fast-paced moove with 4 slash damage in a row. Bloody stance needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Engine documents]] [[Category:Server Design]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=20982</id>
		<title>Combat System</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=20982"/>
		<updated>2015-11-20T20:10:56Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= List of Combat buffs/debuffs =&lt;br /&gt;
&lt;br /&gt;
== Attack Advantage ==&lt;br /&gt;
This buff gives the attacker a better chance to hit the opponent; it&#039;s harder for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Attack Disadvantage==&lt;br /&gt;
This debuff makes it harder for the opponent to DODGE incoming attacks.&lt;br /&gt;
&lt;br /&gt;
==Defence Advantage==&lt;br /&gt;
This buff boost the attacker&#039;s defence by making it easier for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Defence Disadvantage==&lt;br /&gt;
This debuff lower the target&#039;s defence by making it harder for him to DODGE.&lt;br /&gt;
&lt;br /&gt;
==Block Advantage==&lt;br /&gt;
This buff boost the attacker&#039;s parrying capability by making it easier for him to BLOCK.&lt;br /&gt;
&lt;br /&gt;
==Block Disadvantage==&lt;br /&gt;
This debuff lower the target&#039;s parrying capability by making it harder for him to BLOCK.&lt;br /&gt;
&lt;br /&gt;
==Extra Damage==&lt;br /&gt;
Extra damage is applied directly after the target has been hit, there can be several type of damage. The most common are: piercing, bludgeoning, slashing.&lt;br /&gt;
&lt;br /&gt;
==Stun==&lt;br /&gt;
The attacker is unable to move for a few second.&lt;br /&gt;
&lt;br /&gt;
= Combat Styles coming soon =&lt;br /&gt;
&lt;br /&gt;
== Single Handed Sword ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Knives &amp;amp; Daggers | Knives &amp;amp; Daggers]] level 10 or [[Players Guide/Skills#Sword | Sword]] level 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all swords, all knives and daggers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Single Handed Sword) --&amp;gt; (Side Thrust\nReq.: sword 10)&lt;br /&gt;
(Side Thrust\nReq.: sword 10) --&amp;gt; (Lunge\nReq.: sword 30)&lt;br /&gt;
(Lunge\nReq.: sword 30) --&amp;gt; (Beat Attack\nReq.: sword 50)&lt;br /&gt;
(Beat Attack\nReq.: sword 50) --&amp;gt; (Disengage\nReq.: sword 70)&lt;br /&gt;
(Disengage\nReq.: sword 70) --&amp;gt; (Circular Parry\nReq.: sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Side Thrust&#039;&#039;&#039;: A sword attack hitting with the blade edge.&lt;br /&gt;
* &#039;&#039;&#039;Lunge&#039;&#039;&#039;: An attack made by extending the front leg, using a slight kicking motion and propelling the body forward with the back leg.&lt;br /&gt;
* &#039;&#039;&#039;Beat Attack&#039;&#039;&#039;: The attacker beats the opponent&#039;s blade to gain priority and continues the assault against the target area.&lt;br /&gt;
* &#039;&#039;&#039;Disengage&#039;&#039;&#039;: Attacker begin his attack in one direction, moving quickly, then point down in a semi-circle to attack a different location. A feint used to trick the opponent into blocking in the wrong direction.&lt;br /&gt;
* &#039;&#039;&#039;Circular Parry&#039;&#039;&#039; : The attacker sword is twisted in a circle to catch the opponent&#039;s weapon tip and deflect it away. It is commonly used to counter a disengage. An advanced defensive technique.&lt;br /&gt;
&lt;br /&gt;
== Archery ==&lt;br /&gt;
&lt;br /&gt;
The hunters, the rangers or even the stealthy characters might choose the bows for its high accuracy, keeping ennemy at far range. The archer has a poor defense but he can take on a lot of ennemies in few seconds with deadly shots. Archery is hard to master but a well rewarding style.&lt;br /&gt;
Strenght is vital for the archer, allowing him to draw longer bows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Ranged | Ranged]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all bows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Archery) --&amp;gt; (Precise Shot\nReq.: all bows, Ranged 10)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Rapid Shot\nReq.: shortbow, Ranged 30)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Snap Shot\nReq.: longbow,  Ranged 30, STR 100)&lt;br /&gt;
(Rapid Shot\nReq.: shortbow, Ranged 30) --&amp;gt; (Kneeled Aim\nReq.: shortbow, Ranged 50)&lt;br /&gt;
(Snap Shot\nReq.: longbow,  Ranged 30, STR 100) --&amp;gt; (Ulber Shot\nReq.: longbow, Ranged 50, STR 200)&lt;br /&gt;
(Kneeled Aim\nReq.: shortbow, Ranged 50) --&amp;gt; (Hail of Arrows\nReq.: shortbow, Ranged 70)&lt;br /&gt;
(Ulber Shot\nReq.: longbow, Ranged 50, STR 200) --&amp;gt; (Pierce the Fortress\nReq.: longbow, Ranged 70, STR 300)&lt;br /&gt;
(Hail of Arrows\nReq.: shortbow, Ranged 70) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100, STR 300)&lt;br /&gt;
(Pierce the Fortress\nReq.: longbow, Ranged 70, STR 300) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100, STR 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Precise Shot&#039;&#039;&#039;: Slower but more precise shot, takes longer and inflitcs higher damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rapid Shot&#039;&#039;&#039;: Attacker aim the opponent, draw the string with the thumb, which allow him to walk left and right while shooting arrows very quickly. Attacker can shoot many arrows in few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Snap-Shot&#039;&#039;&#039;: Archer release a first arrow onto target, immediatly followed by a second arrow, slightly delayed, inflicting a powerful double attack with increased damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kneeled Aim&#039;&#039;&#039;: Attacker kneel onto the ground then sit on his heels. Attacker raise the bow, draw the string until the back of the arrow reach the corner of his mouth with three finger and aim right into the opponent chest, almost at close range. No defensive stance possible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ulber Shot&#039;&#039;&#039;: Archer pull the string, which require a good endurance and release an arrow that stagger opponent for few second. Stun effect.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hail of Arrows&#039;&#039;&#039;: Attacker hold several arrows in between the fingers of the draw hand, allowing fast repeat shots. A quick hail of arrows, you&#039;re luck if you&#039;ve not been shot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pierce the Fortress&#039;&#039;&#039;: Attacker aim and release a powerful arrow penetrating mail and plate mail and possibly affecting several aligned targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Incendiary Arrows&#039;&#039;&#039;: By alchemical means, attacker set his arrow on fire, aim and release a &amp;quot;rain&amp;quot; of arrows. Damage over time. Require the possession of a specific potion and the spell Flaming Weapon to be Off.&lt;br /&gt;
&lt;br /&gt;
== Infantry ==&lt;br /&gt;
&lt;br /&gt;
As opposed to the Barbaric style, the Infantry style relies more on training and discipline than sheer strength, soldiers are usually trained to fight with this style. The Infantry style is ideal coupled with the Shield Mastery for the one-handed weapon users. This style can be used with any weapon. Equally good at attack and defense, this style is at disadvantage against two handed weapon or polearms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: any [[Players Guide/Skills#Combat Skills | weapons skills]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Existing Quest Chain&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Infantry) --&amp;gt; (Set to Charge\nReq.: any weapons 10)&lt;br /&gt;
(Set to Charge\nReq.: any weapons 10) --&amp;gt; (Charge Block\nReq.: any weapons 30)&lt;br /&gt;
(Charge Block\nReq.: any weapons 30) --&amp;gt; (Counter Strike\nReq.: any weapons 50)&lt;br /&gt;
(Counter Strike\nReq.: any weapons 50) --&amp;gt; (Infantry Feint\nReq.: any weapons 70)&lt;br /&gt;
(Infantry Feint\nReq.: any weapons 70) --&amp;gt; (Infantry Wrath\nReq.: any weapons 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Set to Charge&#039;&#039;&#039;: Perform a frontal charge against the enemy. This attack requires preparation but gives an higher attack bonus for some time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Charge Block&#039;&#039;&#039;: By setting up to receive the charge, the attacker is given a defensive bonus at the expense of attack power. If the attacker is performing a Charge, will deal extra damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Counter Strike&#039;&#039;&#039;: By preparing oneself to receive the attack, the defender can fire a counterstrike for greater effects.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Feint&#039;&#039;&#039;: Attacker bend his weapon to the opponent one then push him over before delivring a powerfull blow on opponent back. Stun opponent for few second.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Wrath&#039;&#039;&#039;: Fence your opponent weapon off with your shield then jump hit him with the weapon. Stun for few second and high slash/blunt/pierce damage with jumped movement. Very fast moove, unblockable.&lt;br /&gt;
&lt;br /&gt;
== Shield Mastery ==&lt;br /&gt;
&lt;br /&gt;
This style hightly favor the defense. The attacker can favor heavy shields to create a true wall around him or favor light ones and use them as weapons delivring blunt damage. Good defensive ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Shield Handling | Shield Handling]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Shield Mastery) --&amp;gt; (Fast Block\nReq.: Shield Handling 10)&lt;br /&gt;
(Fast Block\nReq.: Shield Handling 10) --&amp;gt; (Shield Slam\nReq.: Shield Handling 30)&lt;br /&gt;
(Shield Slam\nReq.: Shield Handling 30) --&amp;gt; (Thwarting Attack\nReq.: Shield Handling 50)&lt;br /&gt;
(Thwarting Attack\nReq.: Shield Handling 50) --&amp;gt; (Wall of Shields\nReq.: Shield Handling 70)&lt;br /&gt;
(Wall of Shields\nReq.: Shield Handling 70) --&amp;gt; (Infantry Wrath\nReq.: any weapons 100, Shield Handling 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fast Block&#039;&#039;&#039;: By feinting an attack, the attacker is able to put up an efficient defence and quickly block several of his opponent hits by swinging his shields to the right position.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Slam&#039;&#039;&#039;: Deliver a powerful blow with your shield stunning the opponent for some time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Thwarting Attack&#039;&#039;&#039;: Setup a powerful defensive attack. Next time you&#039;re under attack, use the opponent&#039;s force to hit back with the shield several times, knocking the opponent off for a few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wall of Shields&#039;&#039;&#039;: By raising his shield against the enemies the character is able to protect himself and his friends from the enemies.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infantry Wrath&#039;&#039;&#039; [Common with [[Combat System#Infantry | Infantry style]]]: Fence your opponent’s weapon off with your shield then jump to hit him with the weapon. Stun for few second and high slash/blunt/pierce damage with jumped movement. Attack very fast and very hard to block attack.&lt;br /&gt;
&lt;br /&gt;
== War Hammering ==&lt;br /&gt;
&lt;br /&gt;
The War Hammering fighting style is particulary efficient against an armored opponent or group of opponent, especially against plate mail in close combat action.  Hammers and maces allow one to maintain typical long reach of swords while still inflicting damage to armored opponent. This fighting style is slow and can be dodged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Strength (STR) 50.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Mace &amp;amp; Hammer | Mace &amp;amp; Hammer]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all mace &amp;amp; hammer weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Access&#039;&#039;: Arena School&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(War Hammering) --&amp;gt; (Arm Smash\nReq.: Mace &amp;amp; Hammer 10)&lt;br /&gt;
(Arm Smash\nReq.: Mace &amp;amp; Hammer 10) --&amp;gt; (Break the Guard\nReq.: Mace &amp;amp; Hammer 30)&lt;br /&gt;
(Break the Guard\nReq.: Mace &amp;amp; Hammer 30) --&amp;gt; (Battering Ram\nReq.: Mace &amp;amp; Hammer 50, STR 150)&lt;br /&gt;
(Battering Ram\nReq.: Mace &amp;amp; Hammer 50, STR 150) --&amp;gt; (Shield Pinning\nReq.: Mace &amp;amp; Hammer 70)&lt;br /&gt;
(Shield Pinning\nReq.: Mace &amp;amp; Hammer 70) --&amp;gt; (Swirling Hammer\nReq.: Mace &amp;amp; Hammer 100, STR 250)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arm Smash&#039;&#039;&#039;: Attacker use the head of his mace or hammer to attack his opponent&#039;s armed hand. Slow but  gives the opponent an attack malus for few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Break the Guard&#039;&#039;&#039;: Attacker swing his weapon across from side to side, fencing the opponent&#039;s weapon or shield off. Gives the opponent a defense malus for few seconds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Battering Ram&#039;&#039;&#039;: Main hand at the base of the weapon, other hand just under weapon head, attacker lean slightly then gives a battering ram like hit onto opponents legs, backs off quickly then slash down a tremendous blow with all the weight of his weapon onto the unbalanced opponent. Can stun for a few seconds. Cannot be performed with any defensive stance.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Pinning&#039;&#039;&#039;: Attacker smash down firmly his weapon on the opponent shield, grappling it, making it fall to the ground or pinning it down. Gives an attack advantage for a few seconds. If the opponent do not use shield but is armored, this power attack will lower his defense capability.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Swirling Hammer&#039;&#039;&#039;: Attacker swirl his mace or hammer above his head then smash it down in a powerful move, hitting several targets. Stuns opponents for a few seconds.&lt;br /&gt;
&lt;br /&gt;
= Combat styles under development =&lt;br /&gt;
&lt;br /&gt;
== Barbaric ==&lt;br /&gt;
&lt;br /&gt;
This style is designed to all the mighty warriors that likes to smash and bash in the fire of battles. Charge in and hit with the power of your strength and the blunt force of your weapon(s). This style doesn&#039;t require as much strengh as we think, the mass of the weapon contribute alone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Strength (STR) 50.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: [[Players Guide/Skills#Mace &amp;amp; Hammer | Mace &amp;amp; Hammer]] level 10 or [[Players Guide/Skills#Sword | Sword]] level 10 or [[Players Guide/Skills#Axe | Axe]] level 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all maces and hammers, all swords, all axes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Barbaric) --&amp;gt; (Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10)&lt;br /&gt;
(Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10) --&amp;gt; (Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30)&lt;br /&gt;
(Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30) --&amp;gt; (Guard Wreck\nReq.: Mace &amp;amp; Hammer 50 or Axe 50 or Sword 50, STR 200)&lt;br /&gt;
(Guard Wreck\nReq.: Mace &amp;amp; Hammer 50 or Axe 50 or Sword 50, STR 200) --&amp;gt; (Feint &amp;amp; Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70)&lt;br /&gt;
(Feint &amp;amp; Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70) --&amp;gt; (Whirlwind Strike\nReq.: Mace &amp;amp; Hammer 100 or Axe 100 or Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Manoeuvres Description:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power Attack&#039;&#039;&#039;: Attacker swing his weapon onto opponent body sides. A powerful attack able to cause more damage but at the expenses of accuracy..&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mighty Swing&#039;&#039;&#039;: Attacker quickly gets down and swings his weapon toward the opponent&#039;s legs, then stands up and lands a second strike on any part of opponent&#039;s body, if the attack hits the head the damage is doubled. Powerful but less accurate. Cannot be used with defensive stances.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Guard Wreck&#039;&#039;&#039;: Using the weight of your weapon, smash right in the opponent guard rending him unavailable to attack properly for few second. This inflict opponent of an attack penalty.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Feint &amp;amp; Smash&#039;&#039;&#039;: The attacker feints a low hit toward the opponent&#039;s feet to attract his attention on blocking low, then makes a turn around and strike the opponent&#039;s other side. Give a few second attack advantage as opponent is knocked backward and stunned.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Whirlwind Strike&#039;&#039;&#039;: By using the full strength of the body the attacker swings his weapon making a circular attack. If not blocked from the start (by the target), the attacker will be able to deal damage to anyone around him. Not particulary accurate but do high damage.&lt;br /&gt;
&lt;br /&gt;
== Fencing ==&lt;br /&gt;
Fencing style is more refined and less brutal than other weapon styles, it relies more on agility and speed instead of sheer strength and muscle power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill level 10, Agility (AGI) 60&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Longsword, Shortsword, Sabre&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fencing) --&amp;gt; (A)&lt;br /&gt;
(Fencing) --&amp;gt; (B)&lt;br /&gt;
(A) --&amp;gt; (Feint\nReq.: AGI 80, Sword 20)&lt;br /&gt;
(B) --&amp;gt; (Feint\nReq.: AGI 80, Sword 20)&lt;br /&gt;
(Feint\nReq.: AGI 80, Sword 20) --&amp;gt; (Risposte\nReq.: AGI 80, Sword 40)&lt;br /&gt;
(Risposte\nReq.: AGI 80, Sword 40) --&amp;gt; (D\nReq.: AGI 80, Sword 60)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Assassin ==&lt;br /&gt;
&lt;br /&gt;
This style is mostly used by the stealthy characters and the warriors that favor knives, daggers or shortswords use. It requires agility, has a deadly attack power but is less good in defense. Disadvantage against &amp;quot;barbaric&amp;quot; opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: Agility 100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: Assassin Weapon 10, Knife &amp;amp; Dagger or Sword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knives, daggers, shortswords&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Assassin\nReq.: Agility 100, Knife &amp;amp; Dagger 10 or Sword 10) --&amp;gt; (Lethal Takedown\nReq.: Skill 10)&lt;br /&gt;
(Assassin\nReq.: Agility 100, Knife &amp;amp; Dagger 10 or Sword 10) --&amp;gt; (Dark Cloak\nReq.: Skill 10)&lt;br /&gt;
(Lethal Takedown\nReq.: Skill 10) --&amp;gt; (Slit the Throat\nReq.: Skill 30)&lt;br /&gt;
(Dark Cloak\nReq.: Skill 10) --&amp;gt; (Slit the Throat\nReq.: Skill 30)&lt;br /&gt;
(Slit the Throat\nReq.: Skill 30) --&amp;gt; (Backstabbing Blow\nReq.: Skill 60)&lt;br /&gt;
(Backstabbing Blow\nReq.: Skill 60) --&amp;gt; (Bloodthirst\nReq.: Skill 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Lethal Takedown&#039;&#039;: From the opponent&#039;s back, attacker take the opponent down by hitting him on heels or the legs. This attack can stun the opponent for few seconds. Agressive Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slit the Throat&#039;: Attacker attacks from behind the opponent&#039;s back and grab the opponent&#039;s head, making path free to slit his throat. It requires a good timing and concentration but is able to inflict a letal wound.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dark Cloak&#039;&#039;: Attacker concentrate his stealth knowledge and coats himself into shadows. As he crouches, the opponent is unable to see or touch him for a few second. Full defensive needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Backstabbing Blow&#039;&#039;: Attacker grabs opponent wrist, turns around on himself while pulling opponent forward and stab him in the back or inflict a powerfull punching blow. High Pierce/Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Bloodthirst&#039;&#039;: A fast-paced kill moove. Standing behind the opponent, attacker bring his weapon up to the right and slash it down to the left across his body, repeat the moove from top left to bottom right then finish on a down to up moove. Attacker inflict high slash damage on each moove (3). For melee users, Blunt damage with a bonus if player wearing crafted gauntlets. Bloody Stance needed.&lt;br /&gt;
&lt;br /&gt;
== Left-hand ==&lt;br /&gt;
&lt;br /&gt;
This fighting style is sophisticate. It require an high flexibility and agility, beeing able to feint with suppleness and surprise the opponent with fast body and weapon moove. This style focus on the speed and attack power. Poor defense, this style is at disadvantage against shielded opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sword, Shortsword, Knife, Dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Left-hand) --&amp;gt; (Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10) --&amp;gt; (Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30)&lt;br /&gt;
(Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30) --&amp;gt; (The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100)&lt;br /&gt;
(The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100) --&amp;gt; (Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70) --&amp;gt; (Feint of the Left-hand\nReq.: Sword 100, Knife &amp;amp; Dagger 100, Agility 200)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Thrust&#039;&#039;: Attacker raise sword horizontaly and parry opponent attack for few second. He, while then, lay down a bit and thrust forward at the opponent onto the chest with the dagger. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Cross Parry&#039;&#039;: Attacker cross firmly his sword and dagger hilts and parry opponent attack. Attacker then push his opponent backward and quickly open his arms, giving fast slash of his weapons. Slight Defense advantage for a few second. Eventual slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Sliding&#039;&#039;: Attacker quickly side face opponent, the tip of the sword up letting opponent weapon slide along his sword blade. Opponent is driven forward by his movement and attacker raise left hand above and stab his neck. Give time for attacker to step back.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Hilt Catch&#039;&#039;: Quickly dodge opponent attack with a side step and catch the hilt of his weapon with the dagger. Follow with a fast slash of the sword. High pierce damage. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Feint of the Left-hand&#039;&#039;: Attacker engage the opponent with main weapon (sword) by doing big whirls. Attract your opponent attention on your main weapon then surprise him with a swift attack of the left-hand weapon (small weapon). Easily pierce opponent defense. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
== Two-Axe ==&lt;br /&gt;
&lt;br /&gt;
The axe is a perfect compromise between sword and hammer, give the speed and slash damage of the sword and permit attacker to crush on opponent like with an hammer. This style is highly balanced but hard to master. Primary mean of defense is dodging for axe weilders. Good for speedy, deadly attack and nasty tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Axe skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all axes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-Axe) --&amp;gt; (Close Whack\nReq.: Axe 10)&lt;br /&gt;
(Close Whack\nReq.: Axe 10) --&amp;gt; (Block and Poke\nReq.: Axe 30)&lt;br /&gt;
(Block and Poke\nReq.: Axe 30) --&amp;gt; (Strike and Pull\nReq.: Axe 50)&lt;br /&gt;
(Strike and Pull\nReq.: Axe 50) --&amp;gt; (Tricked Hook\nReq.: Axe 70)&lt;br /&gt;
(Tricked Hook\nReq.: Axe 70) --&amp;gt; (Master Blow\nReq.: Axe 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Close Whack&#039;&#039;: Power moove for close combat. Attacker whack opponent on the head with the end of his axe&#039;s haft. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Block and Poke&#039;&#039;: With right-hand axe haft, attacker block opponent move and poke in the pit of his stomach by a blunt thrust of his left-hand axe-head. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Strike and Pull&#039;&#039;: Swing axe aiming at the ennemy and when the haft strikes the ennemy&#039;s body, the attacker fix the axe in that position and then shift the whole body back by sliding the rear foot backward. Attack bonus. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Tricked Hook&#039;&#039;: Attacker hook over the neck of opponent with axe head to compel him to move in another direction. Attacker can then smash his other axe onto the back of the opponent. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Master Blow&#039;&#039;: The wielder swirl his axes around, confusing his opponent before delivring a double straight blow. The attacker use the balance of his axes to concentrate all the force of the blow into a small section of the edge so the axes has enough power to punch throught helmet or mail. High pierce damage. Bloody stance needed, bad defense for attacker.&lt;br /&gt;
&lt;br /&gt;
== Two-handed Fencing ==&lt;br /&gt;
&lt;br /&gt;
This style is very popular among the warriors, especially the tall races. A claymore permit to attack with an extra range and use the weapon lenght to do more damage. Those weapon are designed for close combat and duels. They make up for the weapon&#039;s slowness on the defence and can allow another blade to be momentarily trapped or bound up. Style Equally good in attack and defense, it require strenght, endurance and a good technique. Very effective against armored opponent. Disadvantage against small weapon users.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Strength 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: claymore&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-handed Fencing) --&amp;gt; (Edge Cut\nReq.: Sword 10)&lt;br /&gt;
(Edge Cut\nReq.: Sword 10) --&amp;gt; (Angry Charge\nReq.: Sword 30)&lt;br /&gt;
(Angry Charge\nReq.: Sword 30) --&amp;gt; (Metal Barrier\nReq.: Strength 200, Endurance 200)&lt;br /&gt;
(Metal Barrier\nReq.: Strength 200, Endurance 200) --&amp;gt; (The Bound\nReq.: Sword 70)&lt;br /&gt;
(The Bound\nReq.: Sword 70) --&amp;gt; (Blade Swirl\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Edge Cut&#039;&#039;: Attacker whirls around his claymore horizontaly  from up right to down on his opponent shoulders or arms with the sharp edge of the blade. This large moove describe almost a complet circle which increase the impact force. High slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Angry Charge&#039;&#039;: Attacker start with a high stance, with claymore above his head, the tip of the sword menacing the opponent face, both hands on the pommel. Attacker extend his arms in front of him then moove forward in a charge, straight to the target. Fast Attack with high pierce damage if not blocked.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Metal Barrier&#039;&#039;: Attacker present his claymore horizontaly, left hand on the pommel, right hand grabing the blade firmly, presenting the open space to the opponent weapon for an effective block. Efficient on defensives modes. Require to wear armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Bound&#039;&#039;: Attacker firmly stop opponent attack moove by putting his weapon blade against his opponent one. He then exert a pression to drive the opponent weapon away without cuting the blades bound. Attacker get close by opponent, his blade slipping straight to the opponent body. Defense bonus + Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Swirl&#039;&#039;: Close combat moove. Right hand on the pommel, left hand in the middle of the blade, the tip of the claymore pointed toward the ennemy&#039;s head, Attacker gives a powerfull hit on the opponent helmet with the tip of the blade, Attacker then swirl his blade around, pommel forward he excute a low sweep toward opponent legs. This combo is unstoppable, give high pierce then blunt damage. Require to wear armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
== Staff and Spear ==&lt;br /&gt;
&lt;br /&gt;
Combat with a stick or a quaterstaff has a long and varied history mostly due to the fact that it is very easy to manufacture. The quaterstaff is a long, slender club like structure that is used to deliver blunt, crushing blows. It is traditionaly made of oak or ash. The lenght can vary from 1,8 to 5,4 meters. This weapons is mostly used by martial art practitioners to keep ennemy at range. All the fighting maneuvers are fast-paced. Require an high agility and accuracy. This weapon can hurt even armored opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Polearm &amp;amp; Spear skill 0, Agility 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all polearm &amp;amp; spear weapons&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Staff &amp;amp; Spear) --&amp;gt; (Downward Strike\nReq.: Polearm &amp;amp; Spear 10)&lt;br /&gt;
(Downward Strike\nReq.: Polearm &amp;amp; Spear 10) --&amp;gt; (Defense Manoeuver\nReq.: Endurance 100, Agility 100)&lt;br /&gt;
(Defense Manoeuver\nReq.: Endurance 100, Agility 100) --&amp;gt; (Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150)&lt;br /&gt;
(Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150) --&amp;gt; (Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200)&lt;br /&gt;
(Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200) --&amp;gt; (Thrust Fury\nReq.: Polearm &amp;amp; Spear 100, Endurance 300, Agility 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Downward Strike&#039;&#039;: Staff hold by the non-dominant hand at the base of the weapon, other hand placed a quarter of the way up the staff. Attacker then drop the top hand to deliver a blow with the quarterstaff on opponent mid-section. Then, the warrior deliver an overhead blow to the back of the ennemy as he crouche over in pain. Double blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defense Manoeuver&#039;&#039;: Attacker block any blow by mooving his dominant hand which should be placed a quarter of the way up the staff. Bottom hand remain stationary while the dominant hand move in the direction that the blow is coming from. This moove is very precise and permit attacker to block most of the attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Upward Strike&#039;&#039;: Attacker left shoulder face opponent left shoulder. Long range. Attacker step forward opponent, knees sightly bent, attacker give a quick blow at the left side of opponent head with the left tip of the quaterstaff. Attacker then quickly change side and bring the right end of the staff up in a blow at the opposite side of opponent head. Double Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Stun&#039;&#039;: Body well cocked for maximum striking force, holding the staff straight behind him, attacker deliver a powerful horizontal strike at any part of opponent body. Bloody Stance. An hit delivred with this moove stun the opponent for few second. Too much use of this maneuver tire the weilder.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Thrust Fury&#039;&#039;: A multiple smash and hit maneuver. Attacker Start by holding the staff with one hand while resting the butt firmly on the ground. Attacker give a slight hit of the staff onto opponent weapon fencing it off. He then grab staff with both hand and thrust onto opponent chest (blunt damage with staf, pierce with polearm). Then, quickly give a large hit of the staff bottom onto opponent back, turns on himself and thrust once more with the tip of the staff. 3 hits in a row into a fast-paced moove.&lt;br /&gt;
&lt;br /&gt;
== Wasp ==&lt;br /&gt;
&lt;br /&gt;
The use of two daggers permit the wielder a very fast-paced combat. The warrior can moove around easily, dodges blows and afflict multiple slash in a row. Strategicaly this style consist in a constant harassment of the opponent. The upmost point of this style is to always keep the dagger forward, in an intimidation moove, highly offensive. This fighting style has a poor defense power, the attack delivred aren&#039;t very powerfull but constant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knife, dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Wasp) --&amp;gt; (Scratch\nReq.: Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Scratch\nReq.: Knife &amp;amp; Dagger 10) --&amp;gt; (Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100)&lt;br /&gt;
(Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100) --&amp;gt; (Mooving Target\nReq.: Agility 200)&lt;br /&gt;
(Mooving Target\nReq.: Agility 200) --&amp;gt; (Assault\nReq.: Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Assault\nReq.: Knife &amp;amp; Dagger 70) --&amp;gt; (Blade Storm\nReq.: Knife &amp;amp; Dagger 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Scratch&#039;&#039;: Attacker in an agressive stance, moove from left to right in a confusing motion, then jump on the opponent left side and gives two quick stabs. 2 pierce damage in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blackmail&#039;&#039;: Attacker hold both dagger vertically, the tip pointing to the ground. Attacker quickly grasp opponent weapon hilt with a dagger while afflicting quick cuts with the other dagger on opponent hands and forearms. Can give up to 4 little slash hits in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Mooving Target&#039;&#039;: Attacker has strong foot forward, rear heel up, weapon in front of solar plexus, the other protect the throat. This stance permit attacker to moove left and right around the opponent, excecuting quick slashes of his blade on any part of the opponent body (up to 10 little slashes in a row depending on opponent defensive power). Defensive stance. Slight slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Assault&#039;&#039;: Attacker sprint charge a short distance straight onto opponent and suddently step to the left, thrust onto opponent body while passing by with right dagger and turn around on himself giving a large slash across body of his left dagger onto opponent back. 2 hits in a row with good pierce and slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Storm&#039;&#039;: Attacker moove forward, forming a up to down slash across body whirl with his arms in a very fast-paced moove, tips of the daggers pointing to the ground. When close enough of the opponent, attacker jump and plant his dagger onto opponent shoulder or neck until the hilt. Multiple slash damages and a last high pierce damage hit. Very difficult to parry.&lt;br /&gt;
&lt;br /&gt;
== Fists and Feet ==&lt;br /&gt;
&lt;br /&gt;
This style is the art of using the body as a weapon. It require from the warrior an high concentration and accuracy, not only for the fighting technique but also because a strong mental is needed. The Fists and Feet user must constantly advance quickly and stay in a very close range to be more efficient. Size or force of the warrior doesn&#039;t matter as long as they master their technique and strategy. Can be very efficient against long range weapon if able to get closer to target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Melee skill 0, Agility 50, Strength 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fists and Feet) --&amp;gt; (One-inch Punch\nReq.: Melee 10)&lt;br /&gt;
(One-inch Punch\nReq.: Melee 10) --&amp;gt; (Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100)&lt;br /&gt;
(Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100) --&amp;gt; (Roundhouse Kick\nReq.: Melee 70)&lt;br /&gt;
(Roundhouse Kick\nReq.: Melee 70) --&amp;gt; (Defensive Stance\nReq.: Endurance 200, Agility 200)&lt;br /&gt;
(Defensive Stance\nReq.: Endurance 200, Agility 200) --&amp;gt; (The Great Chain\nReq.: Melee 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;One-inch Punch&#039;&#039;: Attacker stand with his fists very close to the target. He then make a quick movement of the wrist which is held with the knuckles facing out on a horizontal axis, the wrist is then moved up and a strike is produced with the botton two knuckles. Generate a tremendous amount of impact force at very close distance. High blunt damage. Damage increased if a Kran or if armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Vertical Rebound Punch&#039;&#039;: The limb directly in front of the chest, elbow down, Attacker sprint jump over opponent and deliver a first vertical punch down on opponent body. The vertical nature of the punch allows attacker to absord the rebound of the punch which increase the power of the second blow given afterward while landing. Double blunt damage, the second beeing bigger. Damage increased if a Kran or if wearing armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Roundhouse Kick&#039;&#039;: Can be done targeting the low, middle or high opponent body part. Side facing opponent, Attacker throw his leg, hips rotating into the kick in order to convey more power in it, using abdominal muscles in the act of rotation for more effect. Attacker raise up on the ball of his foot while kicking to allow greater pivoting speed and increase the power. Attacker hits with the shin which reduce the kick&#039;s reach but does more damage. Up to 2 hits in a row. High blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defensive Stance&#039;&#039;: Attacker jump up avoiding sweep attack, or switch left to right to avoid straight attack, using arms as barriers to block opponent attack. If two hits blocked in a row, a charge counter-attack is enabled. Average Blunt damage. High defensive rate. Defensive stances needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Great Chain&#039;&#039;: Fast-paced chain. Attacker step quickly to the left, block opponent attack with right arm and deliver a quick and powerfull punch with the joined fingers of the left hand onto ennemy&#039;s face. Attacker then excecute a low sweep kick in opponent legs which makes him fall backward, enough for attacker to throw a second and powerfull jumping punch on the stomach. Triple Blunt damage. Impossible to parry. A few second Stagger debuff to opponent.&lt;br /&gt;
&lt;br /&gt;
== Long Knife ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;long knifes&amp;quot; are sturdy weapons with thick and curved blades able to undergoes harsh blows. Sabre users can afflict powerfull hits, and pierce even the toughest armor for the best practitioners. The very structure of those weapons permit a fencing style of cut aswell as thrust. The Long Knife Style is very particular and can surprise the unaware opponents. Low defensive capacity, this style is all in the parry and counter-strike strategy. A close combat style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sabre, Broadsword, Falchion&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Long Knife) --&amp;gt; (Moulane Cut\nReq.: Sword 10)&lt;br /&gt;
(Moulane Cut\nReq.: Sword 10) --&amp;gt; (Slipping Thrust\nReq.: Sword 30)&lt;br /&gt;
(Slipping Thrust\nReq.: Sword 30) --&amp;gt; (Sword Fury\nReq.: Sword 50)&lt;br /&gt;
(Sword Fury\nReq.: Sword 50) --&amp;gt; (T Cross\nReq.: Sword 70)&lt;br /&gt;
(T Cross\nReq.: Sword 70) --&amp;gt; (Whirl Confusion\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Moulane Cut&#039;&#039;: En garde in front of opponent, attacker flips the sword from left to right with a slight moove of his wrist. Very fast attack which deliver an high cut damage to unaware ennemy.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slipping Thrust&#039;&#039;: Standing in front of opponent, attacker with strong leg forward will block an attack buy giving a slight hit on ennemy&#039;s weapon. His sword will stay bound to the ennemy&#039;s blade, slips against it then bounce up to give an hit on the head. Thrust damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Sword Fury&#039;&#039;: Attacker block an attack with right sabre, driving opponent weapon down then deliver a quick and powerfull slash across body from left to right, turn around on himself and reiterate. Double high slash damage. Hard to parry.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;T Cross&#039;&#039;: Attacker crosses his blades perpenducularly, orientating the crossing point for it to face opponent at any moment. If a hit is taken in the defensive block, attacker counter strike with right sword, inflicting a powerfull straight cut onto opponent body. Defensive stance needed. Good cut damage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Whirl Confusion&#039;&#039;: Attacker makes a quick vertical whirl with his right hand weapon while mooving toward opponent, unable to parry the charge without some slight slash damage. Attacker finish on a quick low slash onto opponent legs. Multiple slight slash damage if oponent on defensive stance. High slash damage onto the legs. Stun for few seconds.&lt;br /&gt;
&lt;br /&gt;
== Swordmaster ==&lt;br /&gt;
&lt;br /&gt;
The swordmaster dual-weilding is able to moove around his target and realise beautifull technical swing of his swords, mostly with the same type of weapon in each hands. This style is generaly not used in a battle field due to it beeing hard to learn and difficult to master (hard to learn to use the left hand as good as the right). This Style is good in a one on one situation but very less good against a group of target or against archers. It&#039;s mostly a parry and riposte style. Wielder of two swords must be able to quickly switch stances and sword position to keep the inbalance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Shortsword, Longsword, Broadsword&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Swordmaster) --&amp;gt; (Offensive Defense\nReq.: Sword 10)&lt;br /&gt;
(Offensive Defense\nReq.: Sword 10) --&amp;gt; (The Scissor\nReq.: Sword 30)&lt;br /&gt;
(The Scissor\nReq.: Sword 30) --&amp;gt; (The Embrace\nReq.: Sword 50)&lt;br /&gt;
(The Embrace\nReq.: Sword 50) --&amp;gt; (Counter-Swing\nReq.: Sword 70)&lt;br /&gt;
(Counter-Swing\nReq.: Sword 70) --&amp;gt; (Blade Stream\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Offensive Defense&#039;&#039;: Attacker use the defensive blade to find and bind opponent&#039;s blade(s) and shift them out of line as the offensive blade moves in with a cut or thrust as the opponent&#039;s exposed body. Defensive Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Scissor&#039;&#039;: Attacker trap opponent weapon(s) in the distal space between his crossed blades and then close the space with a scissoring motion to keep the opposing weapon(s) trapped as attacker thrust both blades simultaneously into ennemy&#039;s face, throat or body. Both defense and attack point. Defensive Stance needed. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Embrace&#039;&#039;: Attacker face opponent legs spreads and arms opponent, tip of his sword pointing up, he hit opponent weapon(s) with left hand then excecute a large slash across body from left to right on opponent chest. High slash damage. Normal Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Counter Swing&#039;&#039;: Attacker block an incoming hit with his left hand sword then immediatly swing with main sword (right hand) toward the forearm of the opponent&#039;s main arm. Attacker then follow-up with a attack to opponent legs. Double slash damage. Agressive stance neeeded.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Stream&#039;&#039;: Attacker slashes an X at opponent, first from top to bottom and then bottom to top. Attacker then makes a diagonal slash with the right sword, top-right to bottom-left, spin left and uses this momentum to deal a horizontal right to left slash with left sword. Fast-paced moove with 4 slash damage in a row. Bloody stance needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Engine documents]] [[Category:Server Design]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20938</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20938"/>
		<updated>2015-03-24T21:23:10Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: /* Jewelry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || Direct Healing || Charisma || Direct Damage || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear, Drain || Charisma || Direct Damage and Damage Over Time || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element ||Charm || Will || Minor Direct Damage and Damage Over Time || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos and Fire element||- || Will || Major Direct Damage || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||Healing over Time, Polymorph || Intelligence || Major Damage Over Time || Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Summon monsters, Minor Polymorph || Intelligence || Direct Damage || Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells avaiblable to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (BrW) are made to be casted on the wizard. They enchance one health or stamina or increase one defensive abilities. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to vanquish ennemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an ennemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|450px]] [[Image:Magered.jpg|center|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How spells work (bad title :P )==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
DoT&lt;br /&gt;
DD&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by the server confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Tip: The higher is your knowledge in a way the higher is your chance to counter or avoid damage and effects fro the same way.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
...&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Enchanted items=&lt;br /&gt;
Glyphs can be used in combination with special Enchanters to imbue crystals (ruby, sapphire, emerald and diamond) with magical powers. These crystals held or set on items during their particular crafting stage. Once set the enchanted gem bestow its magical power on the enchanted item.&lt;br /&gt;
Each gem can be enchanted with only one glyph at time, therefore a single item cannot be enchanted with more than a single way.&lt;br /&gt;
&lt;br /&gt;
===Weapons &amp;amp; Shields===&lt;br /&gt;
Weapons usually &#039;&#039;&#039;empower&#039;&#039;&#039; the weapon&#039;s &#039;&#039;&#039;damage type&#039;&#039;&#039; and add a special ability. The following list associate the damage type with the related magic way:&lt;br /&gt;
* &#039;&#039;Blue Way &amp;amp; Red Way&#039;&#039;: slash damage&lt;br /&gt;
* &#039;&#039;Crystal Way &amp;amp; Dark Way&#039;&#039;: pierce damage&lt;br /&gt;
* &#039;&#039;Azure Way &amp;amp; Brown Way&#039;&#039;: blunt damage&lt;br /&gt;
&lt;br /&gt;
===Armors===&lt;br /&gt;
Enchanted Armors gives &#039;&#039;&#039;Magic Resistance&#039;&#039;&#039; against the way &#039;&#039;&#039;opposed&#039;&#039;&#039; to the enchanted glyph. More powerful glyphs can also give magic resistance against ways friendly toward the opposed way, therefore a single piece of armor can have magic resistance against up to &#039;&#039;&#039;three&#039;&#039;&#039; ways. Like weapons a magic way &#039;&#039;&#039;empower&#039;&#039;&#039; the related &#039;&#039;&#039;protection type&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Jewelry===&lt;br /&gt;
Enchanted Jewels &#039;&#039;&#039;empower skills&#039;&#039;&#039; related to the magic way used to enchant, below there is the list of way related skills:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azure Way&#039;&#039;&#039;&lt;br /&gt;
* Empathy&lt;br /&gt;
* Set Traps&lt;br /&gt;
* Find Traps&lt;br /&gt;
* Knives &amp;amp; Daggers&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Blue Way&#039;&#039;&#039;&lt;br /&gt;
* Pottery&lt;br /&gt;
* Masonry&lt;br /&gt;
* Fishing&lt;br /&gt;
* Heavy Armors&lt;br /&gt;
&#039;&#039;&#039;Brown Way&#039;&#039;&#039;&lt;br /&gt;
* Harvesting&lt;br /&gt;
* Leatherworking&lt;br /&gt;
* Tailoring&lt;br /&gt;
* Light Armor&lt;br /&gt;
&#039;&#039;&#039;Crystal Way&#039;&#039;&#039;&lt;br /&gt;
* Musical Instrument&lt;br /&gt;
* Hide in Shadows&lt;br /&gt;
* Drawing&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Dark Way&#039;&#039;&#039;&lt;br /&gt;
* Pickpockets&lt;br /&gt;
* Repair Armors&lt;br /&gt;
* Backstab&lt;br /&gt;
* Medium Armor&lt;br /&gt;
&#039;&#039;&#039;Red Way&#039;&#039;&#039;&lt;br /&gt;
* Tool Making&lt;br /&gt;
* Blacksmith&lt;br /&gt;
* Jewelry Making&lt;br /&gt;
* Repair Tools&lt;br /&gt;
* Heavy Armor&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20937</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20937"/>
		<updated>2015-03-24T21:14:19Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: /* Enchanted items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || Direct Healing || Charisma || Direct Damage || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear, Drain || Charisma || Direct Damage and Damage Over Time || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element ||Charm || Will || Minor Direct Damage and Damage Over Time || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos and Fire element||- || Will || Major Direct Damage || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||Healing over Time, Polymorph || Intelligence || Major Damage Over Time || Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Summon monsters, Minor Polymorph || Intelligence || Direct Damage || Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells avaiblable to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (BrW) are made to be casted on the wizard. They enchance one health or stamina or increase one defensive abilities. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to vanquish ennemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an ennemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|450px]] [[Image:Magered.jpg|center|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How spells work (bad title :P )==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
DoT&lt;br /&gt;
DD&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by the server confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Tip: The higher is your knowledge in a way the higher is your chance to counter or avoid damage and effects fro the same way.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
...&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Enchanted items=&lt;br /&gt;
Glyphs can be used in combination with special Enchanters to imbue crystals (ruby, sapphire, emerald and diamond) with magical powers. These crystals held or set on items during their particular crafting stage. Once set the enchanted gem bestow its magical power on the enchanted item.&lt;br /&gt;
Each gem can be enchanted with only one glyph at time, therefore a single item cannot be enchanted with more than a single way.&lt;br /&gt;
&lt;br /&gt;
===Weapons &amp;amp; Shields===&lt;br /&gt;
Weapons usually &#039;&#039;&#039;empower&#039;&#039;&#039; the weapon&#039;s &#039;&#039;&#039;damage type&#039;&#039;&#039; and add a special ability. The following list associate the damage type with the related magic way:&lt;br /&gt;
* &#039;&#039;Blue Way &amp;amp; Red Way&#039;&#039;: slash damage&lt;br /&gt;
* &#039;&#039;Crystal Way &amp;amp; Dark Way&#039;&#039;: pierce damage&lt;br /&gt;
* &#039;&#039;Azure Way &amp;amp; Brown Way&#039;&#039;: blunt damage&lt;br /&gt;
&lt;br /&gt;
===Armors===&lt;br /&gt;
Enchanted Armors gives &#039;&#039;&#039;Magic Resistance&#039;&#039;&#039; against the way &#039;&#039;&#039;opposed&#039;&#039;&#039; to the enchanted glyph. More powerful glyphs can also give magic resistance against ways friendly toward the opposed way, therefore a single piece of armor can have magic resistance against up to &#039;&#039;&#039;three&#039;&#039;&#039; ways. Like weapons a magic way &#039;&#039;&#039;empower&#039;&#039;&#039; the related &#039;&#039;&#039;protection type&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Jewelry===&lt;br /&gt;
Enchanted Jewels &#039;&#039;&#039;empower skills&#039;&#039;&#039; related to the magic way used to enchant, below there is the list of way related skills:&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20936</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20936"/>
		<updated>2015-03-24T21:13:13Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: /* Armors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || Direct Healing || Charisma || Direct Damage || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear, Drain || Charisma || Direct Damage and Damage Over Time || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element ||Charm || Will || Minor Direct Damage and Damage Over Time || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos and Fire element||- || Will || Major Direct Damage || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||Healing over Time, Polymorph || Intelligence || Major Damage Over Time || Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Summon monsters, Minor Polymorph || Intelligence || Direct Damage || Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells avaiblable to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (BrW) are made to be casted on the wizard. They enchance one health or stamina or increase one defensive abilities. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to vanquish ennemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an ennemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|450px]] [[Image:Magered.jpg|center|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How spells work (bad title :P )==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
DoT&lt;br /&gt;
DD&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by the server confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Tip: The higher is your knowledge in a way the higher is your chance to counter or avoid damage and effects fro the same way.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
...&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Enchanted items=&lt;br /&gt;
Glyphs can be used in combination with special Enchanters to imbue crystals (ruby, sapphire, emerald and diamond) with magical powers. These crystals held or set on items during their particular crafting stage. Once set the enchanted gem bestow its magical power on the enchanted item.&lt;br /&gt;
Each gem can be enchanted with only one glyph at time, therefore a single item cannot be enchanted with more than a single way.&lt;br /&gt;
&lt;br /&gt;
==Weapons &amp;amp; Shields==&lt;br /&gt;
Weapons usually &#039;&#039;&#039;empower&#039;&#039;&#039; the weapon&#039;s &#039;&#039;&#039;damage type&#039;&#039;&#039; and add a special ability. The following list associate the damage type with the related magic way:&lt;br /&gt;
* &#039;&#039;Blue Way &amp;amp; Red Way&#039;&#039;: slash damage&lt;br /&gt;
* &#039;&#039;Crystal Way &amp;amp; Dark Way&#039;&#039;: pierce damage&lt;br /&gt;
* &#039;&#039;Azure Way &amp;amp; Brown Way&#039;&#039;: blunt damage&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
Enchanted Armors gives &#039;&#039;&#039;Magic Resistance&#039;&#039;&#039; against the way &#039;&#039;&#039;opposed&#039;&#039;&#039; to the enchanted glyph. More powerful glyphs can also give magic resistance against ways friendly toward the opposed way, therefore a single piece of armor can have magic resistance against up to &#039;&#039;&#039;three&#039;&#039;&#039; ways. Like weapons a magic way &#039;&#039;&#039;empower&#039;&#039;&#039; the related &#039;&#039;&#039;protection type&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Jewelry==&lt;br /&gt;
Enchanted Jewels &#039;&#039;&#039;empower skills&#039;&#039;&#039; related to the magic way used to enchant, below there is the list of way related skills:&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20935</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20935"/>
		<updated>2015-03-24T21:11:17Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: /* Enchanted items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || Direct Healing || Charisma || Direct Damage || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear, Drain || Charisma || Direct Damage and Damage Over Time || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element ||Charm || Will || Minor Direct Damage and Damage Over Time || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos and Fire element||- || Will || Major Direct Damage || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||Healing over Time, Polymorph || Intelligence || Major Damage Over Time || Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Summon monsters, Minor Polymorph || Intelligence || Direct Damage || Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells avaiblable to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (BrW) are made to be casted on the wizard. They enchance one health or stamina or increase one defensive abilities. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to vanquish ennemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an ennemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|450px]] [[Image:Magered.jpg|center|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How spells work (bad title :P )==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
DoT&lt;br /&gt;
DD&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by the server confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Tip: The higher is your knowledge in a way the higher is your chance to counter or avoid damage and effects fro the same way.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
...&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Enchanted items=&lt;br /&gt;
Glyphs can be used in combination with special Enchanters to imbue crystals (ruby, sapphire, emerald and diamond) with magical powers. These crystals held or set on items during their particular crafting stage. Once set the enchanted gem bestow its magical power on the enchanted item.&lt;br /&gt;
Each gem can be enchanted with only one glyph at time, therefore a single item cannot be enchanted with more than a single way.&lt;br /&gt;
&lt;br /&gt;
==Weapons &amp;amp; Shields==&lt;br /&gt;
Weapons usually &#039;&#039;&#039;empower&#039;&#039;&#039; the weapon&#039;s &#039;&#039;&#039;damage type&#039;&#039;&#039; and add a special ability. The following list associate the damage type with the related magic way:&lt;br /&gt;
* &#039;&#039;Blue Way &amp;amp; Red Way&#039;&#039;: slash damage&lt;br /&gt;
* &#039;&#039;Crystal Way &amp;amp; Dark Way&#039;&#039;: pierce damage&lt;br /&gt;
* &#039;&#039;Azure Way &amp;amp; Brown Way&#039;&#039;: blunt damage&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
Enchanted Armors gives &#039;&#039;&#039;Magic Resistance&#039;&#039;&#039; against the way &#039;&#039;&#039;opposed&#039;&#039;&#039; to the enchanted glyph. More powerful glyphs can also give magic resistance against ways friendly toward the opposed way. Like weapons a magic way &#039;&#039;&#039;empower&#039;&#039;&#039; the related &#039;&#039;&#039;protection type&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Jewelry==&lt;br /&gt;
Enchanted Jewels &#039;&#039;&#039;empower skills&#039;&#039;&#039; related to the magic way used to enchant, below there is the list of way related skills:&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20934</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20934"/>
		<updated>2015-03-24T20:50:00Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || Direct Healing || Charisma || Direct Damage || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear, Drain || Charisma || Direct Damage and Damage Over Time || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element ||Charm || Will || Minor Direct Damage and Damage Over Time || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos and Fire element||- || Will || Major Direct Damage || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||Healing over Time, Polymorph || Intelligence || Major Damage Over Time || Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Summon monsters, Minor Polymorph || Intelligence || Direct Damage || Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells avaiblable to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (BrW) are made to be casted on the wizard. They enchance one health or stamina or increase one defensive abilities. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to vanquish ennemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an ennemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|450px]] [[Image:Magered.jpg|center|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How spells work (bad title :P )==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
DoT&lt;br /&gt;
DD&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by the server confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Tip: The higher is your knowledge in a way the higher is your chance to counter or avoid damage and effects fro the same way.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
...&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Enchanted items=&lt;br /&gt;
&lt;br /&gt;
Weapons &amp;amp; Shields&lt;br /&gt;
&lt;br /&gt;
Armors&lt;br /&gt;
&lt;br /&gt;
Jewelry&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20930</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20930"/>
		<updated>2015-03-16T17:58:43Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: /* Blue Way (BlW) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || Direct Healing || Charisma || Direct Damage || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear, Drain || Charisma || Direct Damage and Damage Over Time || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element ||Charm || Will || Minor Direct Damage and Damage Over Time || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos and Fire element||- || Will || Major Direct Damage || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||Healing over Time, Polymorph || Intelligence || Major Damage Over Time || Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Summon monsters, Minor Polymorph || Intelligence || Direct Damage || Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells avaiblable to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (BrW) are made to be casted on the wizard. They enchance one health or stamina or increase one defensive abilities. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to vanquish ennemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an ennemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|450px]] [[Image:Magered.jpg|center|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How spells work (bad title :P )==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
DoT&lt;br /&gt;
DD&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by the server confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Tip: The higher is your knowledge in a way the higher is your chance to counter or avoid damage and effects fro the same way.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
...&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20929</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20929"/>
		<updated>2015-03-16T17:57:50Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: /* Crystal Way (CW) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || Direct Healing || Charisma || Direct Damage || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear, Drain || Charisma || Direct Damage and Damage Over Time || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element ||Charm || Will || Minor Direct Damage and Damage Over Time || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos and Fire element||- || Will || Major Direct Damage || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||Polymorph || Intelligence || Major Damage Over Time || Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Summon monsters, Minor Polymorph || Intelligence || Direct Damage || Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells avaiblable to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (BrW) are made to be casted on the wizard. They enchance one health or stamina or increase one defensive abilities. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to vanquish ennemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an ennemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|450px]] [[Image:Magered.jpg|center|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How spells work (bad title :P )==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
DoT&lt;br /&gt;
DD&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by the server confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Tip: The higher is your knowledge in a way the higher is your chance to counter or avoid damage and effects fro the same way.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
...&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20928</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20928"/>
		<updated>2015-03-16T17:57:29Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: /* Crystal Way (CW) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || - || Charisma || Direct Damage || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear, Drain || Charisma || Direct Damage and Damage Over Time || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element ||Charm || Will || Minor Direct Damage and Damage Over Time || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos and Fire element||- || Will || Major Direct Damage || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||Polymorph || Intelligence || Major Damage Over Time || Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Summon monsters, Minor Polymorph || Intelligence || Direct Damage || Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells avaiblable to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (BrW) are made to be casted on the wizard. They enchance one health or stamina or increase one defensive abilities. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to vanquish ennemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an ennemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|450px]] [[Image:Magered.jpg|center|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How spells work (bad title :P )==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
DoT&lt;br /&gt;
DD&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by the server confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Tip: The higher is your knowledge in a way the higher is your chance to counter or avoid damage and effects fro the same way.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
...&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20927</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20927"/>
		<updated>2015-03-16T14:52:56Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: /* Crystal Way (CW) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |Direct Healing&lt;br /&gt;
 | White || Energy, Life and Light || - || Charisma || Direct Damage || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear, Drain || Charisma || Direct Damage and Damage Over Time || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element ||Charm || Will || Minor Direct Damage and Damage Over Time || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos and Fire element||- || Will || Major Direct Damage || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||Polymorph || Intelligence || Major Damage Over Time || Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Summon monsters, Minor Polymorph || Intelligence || Direct Damage || Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells avaiblable to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (BrW) are made to be casted on the wizard. They enchance one health or stamina or increase one defensive abilities. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to vanquish ennemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an ennemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|450px]] [[Image:Magered.jpg|center|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How spells work (bad title :P )==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
DoT&lt;br /&gt;
DD&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by the server confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Tip: The higher is your knowledge in a way the higher is your chance to counter or avoid damage and effects fro the same way.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
...&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20910</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20910"/>
		<updated>2015-02-08T11:34:39Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || - || Charisma || Direct Damage || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear, Drain || Charisma || Direct Damage and Damage Over Time || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element ||Charm || Will || Minor Direct Damage and Damage Over Time || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos and Fire element||- || Will || Major Direct Damage || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||Polymorph || Intelligence || Major Damage Over Time || Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Summon monsters, Minor Polymorph || Intelligence || Direct Damage || Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells avaiblable to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (BrW) are made to be casted on the wizard. They enchance one health or stamina or increase one defensive abilities. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to vanquish ennemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an ennemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|450px]] [[Image:Magered.jpg|center|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How spells work (bad title :P )==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
DoT&lt;br /&gt;
DD&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by the server confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Tip: The higher is your knowledge in a way the higher is your chance to counter or avoid damage and effects fro the same way.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
...&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20909</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20909"/>
		<updated>2015-02-08T11:24:07Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: /* Damage and Saving Throws */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || - || Charisma || Direct Damage || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear, Drain || Charisma || Direct Damage and Damage Over Time || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element ||Charm || Will || Minor Direct Damage and Damage Over Time || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos and Fire element||- || Will || Major Direct Damage || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||Polymorph || Intelligence || Major Damage Over Time || Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Summon monsters, Minor Polymorph || Intelligence || Direct Damage || Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells avaiblable to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (BrW) are made to be casted on the wizard. They enchance one health or stamina or increase one defensive abilities. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to vanquish ennemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an ennemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|450px]] [[Image:Magered.jpg|center|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How spells work (bad title :P )==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
DoT&lt;br /&gt;
DD&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
When a spell deals damage may allow the opponent to roll a &#039;&#039;saving throw&#039;&#039; to reduce the amount of damage sustained; this &#039;&#039;saving throw&#039;&#039; is made by confronting the caster and the target knowledge of the spell&#039;s magic way (e.g. Crystal Magic) plus a random factor: the higher is the target&#039;s knowledge of the way the higher is the chance to succeed the roll. When a target successfully roll the save the spell damage is usually halved.&lt;br /&gt;
If a spell which deals damage does not allow for a &#039;&#039;saving throw&#039;&#039; roll, that spell will usually deal about 70% less damage than an equivalent spell (same realm and same magic way).&lt;br /&gt;
&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
...&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20908</id>
		<title>Players Guide/Magic</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Magic&amp;diff=20908"/>
		<updated>2015-02-08T11:10:40Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magical energy in [[Yliakum]] is divided into six ways of arcane: [[Players Guide/Magic#Crystal Way | Crystal Way]], [[Players Guide/Magic#Azure Way | Azure Way]], [[Players Guide/Magic#Red Way | Red Way]], [[Players Guide/Magic#Dark Way | Dark Way]], [[Players Guide/Magic#Brown Way | Brown Way]] and [[Players Guide/Magic#Blue Way | Blue Way]]. &lt;br /&gt;
[[Image:Magecasting.jpeg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
==The Ways of Magic==&lt;br /&gt;
[[Image:Ways.png|left|150px]]&lt;br /&gt;
Each Way has a particular color and a [[Ingame Help#Stats and Skills | mental stat]] associated. The three mental stats linked to magic are: [[Players Guide#Stats and Skills|Charisma]], [[Players Guide#Stats and Skills|Intelligence]] and [[Players Guide#Stats and Skills|Willpower]]. They give bonuses to the casting of spells that pertain to that way.&lt;br /&gt;
&lt;br /&gt;
Each way is composed of a set of spells and each spell can be casted by a wizard thanks to the combination of a set of runes, called [[Players Guide/Magic#The Glyphs | &amp;quot;glyphs&amp;quot;]]. The spells of a particular Way are related to the same energy and the same concepts (Water, Air or Healing, Drain). They produce either a direct damage or a damage over time on the opponent.&lt;br /&gt;
&lt;br /&gt;
The ways are all somewhat linked by relationship of opposition or attraction. A specific way opposes another and is &amp;quot;friendly&amp;quot; with two others (ie. Crystal Way opposes Dark Way and is friendly with Blue and Azure Way). &lt;br /&gt;
Therefor, each spell giving a buff for a given time will provide at least a small way resistance (ie. Casting a Red Way &amp;quot;Strength&amp;quot; spell on yourself will also protect you slightly againt Blue Way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Crystal Way (CW)===&lt;br /&gt;
Users of this Way, get the pure energy of the [[Azure Sun|Crystal]], more directly than all other Ways. Famous for the ability to heal, and cure the most terrible wounds, people have said that if you reach a great knowledge, you can even bring back a person from death. Nonetheless there are many powerful offensive spells, particularly effective against evil and dark creatures. While warriors and farmers with injured animals are more then happy to see these practitioners around; around most towns people feel the appearance of these practitioners is a bad omen of bad times to come. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:CrystalWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | White || Energy, Life and Light || - || Charisma || Direct Damage || Opposed to: Dark Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Azure Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Dark Way (DW)===&lt;br /&gt;
This Way is one that conquers more myth then any of the others. Its practitioners have a history of being the most innovative of any practitioners of the Ways of Magic, but with all innovation there is both good and bad. It&#039;s well known that many disasters and epidemics were caused by the adepts of this ancient Way. Holding some spells with terrifying effects, things can become even worse if you lose the control of its power. Some spells enable the control of horrific creatures, such as undead, demons and spirits, whilst some enable the caster to control objects and people in a subtle manner at distance. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:DarkWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Black || Entropy, Death and Darkness || Fear, Drain || Charisma || Direct Damage and Damage Over Time || Opposed to: Crystal Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Azure Way (AW)===&lt;br /&gt;
Basically a sneaky and insidious energy, the Azure Way can control the will, the perceptions and the intentions of any intelligent being. It&#039;s power comes from the deep knowledge of the mind and the way to influence it, but it relies also on the mind&#039;s potential to influence the surrounding areas and objects, particularly all that is related to the air element. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:AzureWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Light Blue || Mind, Illusion and Air element ||Charm || Will || Minor Direct Damage and Damage Over Time || Opposed to: Brown Way&lt;br /&gt;
Friendly with: Crystal &amp;amp; Red Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Red Way (RW)===&lt;br /&gt;
The spellcaster is able to invoke the power of Chaos, and to bend to his/her/kra&#039;s will the devastating fury of fire, summoning it for its both damaging and purifying qualities. Spells of the Red Way can also instil courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:RedWay.png|32px]]&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Red || Strength, Chaos and Fire element||- || Will || Major Direct Damage || Opposed to: Blue Way&lt;br /&gt;
Friendly with: Azure &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Blue Way (BlW)===&lt;br /&gt;
Many diseases and poisons would be incurable without the help of the spells of this Way. The offensive and defensive potential of this art reside mainly on the control of the water element, but also of cold and ice that are strictly related to it. Equally inestimable are the divination spells that can provide very useful information on the past, present and future.&lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BlueWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Blue || Divination, Purification and Water element ||Polymorph || Intelligence || Major Damage Over Time || Opposed to: Red Way&lt;br /&gt;
Friendly with: Brown &amp;amp; Crystal Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Brown Way (BrW)===&lt;br /&gt;
The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will. This Way is really close to the element of Earth and can control all that&#039;s related to it. Users can call nature spirits for assistance or mark themselves and allies as friends of nature. &lt;br /&gt;
{| width=100% {{Prettytable}}&lt;br /&gt;
 !rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40&amp;quot; | [[Image:BrownWay.png|32px]] &lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Glyph Colour&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Focus&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Speciality&lt;br /&gt;
 !width=&amp;quot;60&amp;quot;|Mental Stat&lt;br /&gt;
 !width=&amp;quot;80&amp;quot;|Damage Type&lt;br /&gt;
 !width=&amp;quot;90&amp;quot;|Relationships &lt;br /&gt;
 |-&lt;br /&gt;
 | Brown || Nature, Protective magic and Earth element ||Summon monsters, Minor Polymorph || Intelligence || Direct Damage || Opposed to: Azure Way&lt;br /&gt;
Friendly with: Blue &amp;amp; Dark Way&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Casting a Spell==&lt;br /&gt;
===The Glyphs===&lt;br /&gt;
At the beginning of [[Players Guide/Yliakum History | Yliakum History]], the [[God|god]] [[Talad]], forged pure magical energy into shapes called &amp;quot;Glyphs&amp;quot;. They form the base of Yliakum magic. &lt;br /&gt;
&lt;br /&gt;
* No spell can be casted without a glyph. &lt;br /&gt;
&lt;br /&gt;
They are found in nature with no real explanation, no one knows exactly why they form but when some type of energy is strongly present in one place a glyph can form. Glyphs patterns appear on very different materials from a leaf to the fur of an animal and usually on any type of rock. &lt;br /&gt;
&lt;br /&gt;
During the centuries many glyphs have been found and studied by the wizards. They discovered that each glyph can create a spell effect and that several glyphs can be combined to obtain greater effects. To simplify casting of spells, the glyphs are associated with a concept (ie. &amp;quot;Weight&amp;quot;) and wizards combine those concepts to form new spells (ie. &amp;quot;Weight&amp;quot; and &amp;quot;Negate&amp;quot; to become very light).&lt;br /&gt;
&lt;br /&gt;
Nowadays, glyphs can be found rendering services to the people of Yliakum or can be bought to mages like [[Levrus Dahrenn]] in the [[Magic Shop | magic shop]] for the more basic of them. The more rare and powerfull glyphs can be obtained by joining a Way Circle (school of magic) and follow its path to the Mastery of a particular Way.&lt;br /&gt;
&lt;br /&gt;
* The glyphs purchased or rewarded will appear in your [[Ingame Help#Inventory Window | Inventory]] and be visible in the Glyphs Window in your [[Ingame Help#Spell Book Window | Spell Book]].&lt;br /&gt;
&lt;br /&gt;
===Purification===&lt;br /&gt;
To use a glyph, the wizard must apply a process of Purification, which take some time. The Purification establish a strong link in between the wizard and his glyph. If he dies, the glyphs will be taken to the [[Death|Death Realm]] with him. A wizard can trade a glyph, but the recipient will need to purify the glyph as well to create a new magic link and be able to use it. &lt;br /&gt;
&lt;br /&gt;
* To purify a glyph, open the Glyph window from your Spell Book. &lt;br /&gt;
* Drag the glyph and drop it on the button called: &#039;&#039;&#039;Purify&#039;&#039;&#039;. &lt;br /&gt;
* When the Purification is done, you will see a message in your Chat Window &amp;gt; System Tab and your glyph will be surrounded of a white aura.&lt;br /&gt;
&lt;br /&gt;
===Researching a Spell===&lt;br /&gt;
[[Image:SpellbookVen.jpg|300px|thumb|left]]&lt;br /&gt;
Once you have one or more glyphs, you can start to research spells.  To be discovred, a spell can ask one glyph or a combinaison of up to 3 glyphs.&lt;br /&gt;
&lt;br /&gt;
Shown on this pic is the glyph window of your Spell Book. The six main boxes will content the glyphs of the six ways of magic. The small row of boxes at the bottom of the window is where you put glyphs in order to combine or purify them.&lt;br /&gt;
* To discover a spell, drag one or several glyphs in the small row of boxes at the bottom of the window and hit the button called: &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
* When you effectivly discovred a spell, its name and description will appear.&lt;br /&gt;
* Once discovred, the spell will automatically be added in your Spell Book. You wont have to research it again to cast it.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue Way glyph &amp;quot;Cold&amp;quot; has been placed in the box and the wizard has discovred the spell called &amp;quot;Freeze&amp;quot;.&lt;br /&gt;
* If you fail to discover a spell it might be for several raison :  the combinaison of glyphs isn&#039;t right; you have not trained that way of magic high enough; or the glyph isn&#039;t purified. &lt;br /&gt;
Researching a spell is dangerous for the wizard. In effect, it ask a lot of mental focus and the strong magical energy at work may wound an unwary magician.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
There are two great categories of spells avaiblable to the wizards: the enhancing spells that we call &amp;quot;buffs&amp;quot; and the attack spells.&lt;br /&gt;
&lt;br /&gt;
The enhancing spells like &amp;quot;Rock Armor&amp;quot; (BrW) are made to be casted on the wizard. They enchance one health or stamina or increase one defensive abilities. Some of those spells can be cast on friends, like &amp;quot;Life Infusion&amp;quot; (CW).&lt;br /&gt;
&lt;br /&gt;
The attack spells like &amp;quot;Flame Burst&amp;quot; (RW) are made to vanquish ennemies. Some are efficient in close range, some in very long range. Those spells can be cast on players too in case of [[General FAQ#Will there be Player vs. Player combat in PlaneShift?|PvP]] (player versus player).&lt;br /&gt;
&lt;br /&gt;
The process to cast a spell is as follow: &lt;br /&gt;
* Select your character or an ennemy [[Non-Player Character|NPC]]&lt;br /&gt;
* Open your spell book, select the spell you wish to cast and click &#039;&#039;&#039;Cast Spell&#039;&#039;&#039;. &lt;br /&gt;
There is many ways to make this operation less long. The quickest one is to create a [[Ingame Help#Shortcuts Window|shortcut]] of the spell you plan to use a lot.&lt;br /&gt;
* Once you clicked on the chosen spell, a count down window will appear.  When it is finished, the spell will be cast.&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
&#039;&#039;(under construction)&#039;&#039;&lt;br /&gt;
The spell caster can decide to channel more mana into casting by setting the additional spell power, allowing the caster to cast a more powerful spell.&lt;br /&gt;
&lt;br /&gt;
The additional spell power factor is expressed as a percentage value, from 0% to 100%. If you set an additional spell power factor of 50% then you will channel an additional 50% of the base mana requirement for a spell into the spell.&lt;br /&gt;
&lt;br /&gt;
The more you push the additional spell power, the more you must have affinity with the ways and its associated Mental Stat to control the effects. The power level of the spell is raised by the additional spell power, so the spell will be more powerful.&lt;br /&gt;
&lt;br /&gt;
The use of additional spell power has the side-effect that the spell can fizzle or even produce damages to the caster, depending on how much the spell goes out of control.&lt;br /&gt;
&lt;br /&gt;
To set your additional spell power, use the slider in your Status Window.&lt;br /&gt;
&lt;br /&gt;
[[Image:magepower.jpeg|left|thumb|450px]] [[Image:Magered.jpg|center|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How spells work (bad title :P )==&lt;br /&gt;
&lt;br /&gt;
===Type of Damage===&lt;br /&gt;
&lt;br /&gt;
DoT&lt;br /&gt;
DD&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Damage and Saving Throws===&lt;br /&gt;
...&lt;br /&gt;
===Magic Resistance===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Spell Power===&lt;br /&gt;
...&lt;br /&gt;
===Spellcasting Time===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=In Character References=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | [[image:lexicon.jpg]]&lt;br /&gt;
| style=&amp;quot;background:#F5DEB3;&amp;quot; | In game, a couple of books refer to Magic. They can be found in the famous Hydlaa [[Library|library]] owned by the Ylian [[Jayose]] or in the magic shop of Levrus:  &lt;br /&gt;
* &#039;&#039;History of Magic Vol 1: The Birth&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol 2: The Taming&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.3: The Invasions&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.4: The Heresy&#039;&#039;&lt;br /&gt;
* &#039;&#039;History of Magic Vol.5: The Ways&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Go to [[Players_Guide#Game_Basics|Player Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Glyphs]]&lt;br /&gt;
[[Category:Game Guides]]&lt;br /&gt;
[[Category:Players Guide (Old)]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Effects&amp;diff=20359</id>
		<title>Effects</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Effects&amp;diff=20359"/>
		<updated>2015-01-02T00:30:09Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://docs.google.com/viewer?url=http://sourceforge.net/p/planeshift/code/HEAD/tree/trunk/docs/pseffects_manual.pdf?format%3Draw PSeffects Manual.pdf]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
&lt;br /&gt;
A planeshift effect is defined by a single CS library xml file saved as with a .eff file extension. This CS library defines all materials, textures, and meshes that the effect will depend on. The effect portion of the library is defined by a custom addon xml block inside the library file. See the [[Effect Design]] for design.&lt;br /&gt;
&lt;br /&gt;
An effect is mode of one or more Effect Objs. These Effect Objs are everything you can see and hear about the effect. Every Effect Obj is attached to an Effect Anchor, which is a means to provide a base position for your Effect Objs.&lt;br /&gt;
&lt;br /&gt;
=== Effect file examples ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=”1.0” encoding=”utf­8” ?&amp;gt;&lt;br /&gt;
&amp;lt;library&amp;gt;&lt;br /&gt;
    &amp;lt;library&amp;gt;/path/to/a/library/dependency&amp;lt;/library&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;textures&amp;gt;&lt;br /&gt;
        &amp;lt;texture name=”texture1”&amp;gt;&lt;br /&gt;
            &amp;lt;file&amp;gt;/this/art/effects/texture1.dds&amp;lt;/file&amp;gt;&lt;br /&gt;
        &amp;lt;/texture&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;texture name=”texture2”&amp;gt;&lt;br /&gt;
            &amp;lt;file&amp;gt;/this/art/effects/texture2.dds&amp;lt;/file&amp;gt;&lt;br /&gt;
        &amp;lt;/texture&amp;gt;&lt;br /&gt;
    &amp;lt;/textures&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;materials&amp;gt;&lt;br /&gt;
        &amp;lt;material name=”material1”&amp;gt;&lt;br /&gt;
            &amp;lt;texture&amp;gt;texture1&amp;lt;/texture&amp;gt;&lt;br /&gt;
        &amp;lt;/material&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;material name=”material2”&amp;gt;&lt;br /&gt;
            &amp;lt;material&amp;gt;texture2&amp;lt;/material&amp;gt;&lt;br /&gt;
        &amp;lt;/material&amp;gt;&lt;br /&gt;
    &amp;lt;/materials&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;addon plugin=”PSEffects”&amp;gt;&lt;br /&gt;
        &amp;lt;effect name=”effect_name”&amp;gt;&lt;br /&gt;
            &amp;lt;!­­ Place effect anchors here ­­&amp;gt;&lt;br /&gt;
&lt;br /&gt;
            &amp;lt;!­­ Place effect objs here ­­&amp;gt;&lt;br /&gt;
        &amp;lt;/effect&amp;gt;&lt;br /&gt;
    &amp;lt;/addon&amp;gt;&lt;br /&gt;
&amp;lt;/library&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The anchor and objs sections not shown above are the heart of the effect and will be detailed below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Key Framed Animation ===&lt;br /&gt;
&lt;br /&gt;
Each Effect Anchor and Effect Obj uses keyframes to animate itself.  A keyframe consists of a time value and a set of actions.  While animating, the Effect Manager will take the current time, find the keyframes that occur just before and just after that time, and then interpolate the action values between the two keyframes.&lt;br /&gt;
&lt;br /&gt;
Every action in a keyframe is also optional.  That is, you do not explicity need to specify a value for each action you use for every keyframe. To illustrate, lets say you have a set of three keyframes:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;keyFrame time=”0”&amp;gt;&lt;br /&gt;
    &amp;lt;action name=”scale” value=”1.0” /&amp;gt;&lt;br /&gt;
    &amp;lt;action name=”position” x=”0” y=”0” z=”0” /&amp;gt;&lt;br /&gt;
&amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;keyFrame time=”500”&amp;gt;&lt;br /&gt;
    &amp;lt;action name=”scale” value=”2.0” /&amp;gt;&lt;br /&gt;
&amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;keyFrame time=”1000”&amp;gt;&lt;br /&gt;
    &amp;lt;action name=”scale” value=”1.0” /&amp;gt;&lt;br /&gt;
    &amp;lt;action name=”position” x=”1” y=”1” z=”1” /&amp;gt;&lt;br /&gt;
&amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notice how a position action was not specified for the middle keyframe?  Since it was not specified in the middle keyframe, the position will be interpolated between the previous and next keyframes that have specified a position action.  So if the current time were 500ms, then the current position value would be x=”0.5” y=”0.5” z=”0.5”, since it would interpolate correctly across keyframes with the position action missing.&lt;br /&gt;
&lt;br /&gt;
If a keyframe action has multiple values, then each value is optional. For example, a position action can be specified as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;action name=”position” y=”1” /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
omitting the x, and z values. These values will use defaults and be interpolated as needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Effect Anchors ==&lt;br /&gt;
&lt;br /&gt;
The effect anchors are key to positioning effect components; these are animated using keyframes.  The basic format for an effect anchor is as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;anchor type=”anchor_type” name=”enter_id_used_to_refer_to_this_anchor”&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;dir_type&amp;lt;/dir&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;!­­ other non­keyframe options go here ­­&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=”0”&amp;gt;&lt;br /&gt;
        &amp;lt;action name=”action_name” action values go here /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=”1000”&amp;gt; &amp;lt;!­­ A keyframe for a second later ­­&amp;gt;&lt;br /&gt;
        ...&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/anchor&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Global Anchor Options ===&lt;br /&gt;
&lt;br /&gt;
==== dir ====&lt;br /&gt;
&lt;br /&gt;
The dir option is not specified inside a keyframe. This is an option that remains constant across all keyframes in an anchor.&lt;br /&gt;
&lt;br /&gt;
The dir dictates the orientation of the position defined by the keyframes.&lt;br /&gt;
&lt;br /&gt;
Possible dir_type values:&lt;br /&gt;
* &#039;&#039;&#039;target&#039;&#039;&#039; specifies that the direction should be the direction that the target is facing.&lt;br /&gt;
* &#039;&#039;&#039;origin&#039;&#039;&#039; specifies that the direction should be in the direction that the origin is facing (ie, maybe a casting effect that shoots a beam from the player&#039;s chest or something).&lt;br /&gt;
* &#039;&#039;&#039;none&#039;&#039;&#039; no direction for the anchor; with no direction any position&#039;s x, y, and z values will remain untransformed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Anchor KeyFrame Actions ===&lt;br /&gt;
&lt;br /&gt;
==== Position ====&lt;br /&gt;
&lt;br /&gt;
Position is a keyframe action type. It dictates the position of the anchor while following the rules set by the dir option. The position action accepts values for x, y, and z. z specifies a position along the forward direction, x specifies a position along the sideways direction, and y specifies a position along the upwards direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== To Target ====&lt;br /&gt;
&lt;br /&gt;
ToTarget is a keyframe action type.  This dictates the position of the anchor similar to the position action, but the ToTarget action is always oriented towards the effect&#039;s target, and the values given in ToTarget will be multiplied by the distance between the effect&#039;s origin and target.&lt;br /&gt;
&lt;br /&gt;
For example, a ToTarget action defined as&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;action name=”ToTarget” x=”0” y=”0” z=”1” /&amp;gt; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
will place the anchor directly on the effect&#039;s target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Basic Anchor ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The basic anchor type is the simplest anchor available. It takes the global options and keyframe actions and uses them exactly as specified with no modification or transformation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;!­­ An anchor centered on the effect origin ­­&amp;gt;&lt;br /&gt;
&amp;lt;anchor type=”basic” name=”origin”&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;none&amp;lt;/dir&amp;gt;&lt;br /&gt;
&amp;lt;/anchor&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!­­ An anchor centered on the effect target ­­&amp;gt;&lt;br /&gt;
&amp;lt;anchor type=”basic” name=”target”&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;none&amp;lt;/dir&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=”0”&amp;gt;&lt;br /&gt;
        &amp;lt;action name=”totarget” z=”1” /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/anchor&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!­­ An anchor that moves from the effect origin to the effect target over the period of one second­­&amp;gt;&lt;br /&gt;
&amp;lt;anchor type=”basic” name=”origin_to_target”&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;none&amp;lt;/dir&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=”0”&amp;gt;&lt;br /&gt;
        &amp;lt;action name=”totarget” z=”0” /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=”1000”&amp;gt;&lt;br /&gt;
        &amp;lt;action name=”totarget” z=”1” /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/anchor&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Spline Anchor ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The spline anchor type works just like the basic anchor type, except all movement will be smoothly interpolated along a spline.  Because there are extra calculations required, this is less efficient than a basic anchor and should only be used when smooth interpolation is explicitly desired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;!­­ An anchor that moves an a parabolic arc similar to throwing a rock from origin to target­­&amp;gt;&lt;br /&gt;
&amp;lt;anchor type=”spline” name=”parabolic_trajectory”&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;none&amp;lt;/dir&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=”0”&amp;gt;&lt;br /&gt;
        &amp;lt;action name=”totarget” y=”0” z=”0” /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=”500”&amp;gt;&lt;br /&gt;
        &amp;lt;action name=”totarget” y=”0.5” /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=”1000”&amp;gt;&lt;br /&gt;
        &amp;lt;action name=”totarget” z=”1” /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/anchor&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Socket Anchor ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The socket anchor as an anchor that follows an sprcal3d socket. You could use this anchor to anchor a flame to the hand of a spell caster for example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;!­­ An anchor that attaches to the left hand of the sprcal3d this effect is attached to ­­&amp;gt;&lt;br /&gt;
&amp;lt;anchor type=”socket” name=”left_hand” socket=”lefthand”&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;none&amp;lt;/dir&amp;gt;&lt;br /&gt;
&amp;lt;/anchor&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Effect Objs ==&lt;br /&gt;
&lt;br /&gt;
Everything that you can see or hear in an effect is done through an effect obj.  Each effect obj is attached to a single effect anchor that dictates its base position.  The basic format for an effect obj is as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;obj type=”obj_type” name=”obj_name”&amp;gt;&lt;br /&gt;
    &amp;lt;birth&amp;gt;100&amp;lt;/birth&amp;gt;&lt;br /&gt;
    &amp;lt;death&amp;gt;2000&amp;lt;/death&amp;gt;&lt;br /&gt;
    &amp;lt;attach&amp;gt;anchor_attachment&amp;lt;/attach&amp;gt;&lt;br /&gt;
    &amp;lt;priority&amp;gt;render_priority&amp;lt;/priority&amp;gt;&lt;br /&gt;
    &amp;lt;z_func_definition /&amp;gt;&lt;br /&gt;
    &amp;lt;mixmode&amp;gt;mixmode_type&amp;lt;/mixmode&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;dir_type&amp;lt;/dir&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=”0”&amp;gt;&lt;br /&gt;
        &amp;lt;action name=”action_name” action values go here /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=”1000”&amp;gt;&lt;br /&gt;
        ...&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/obj&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Global Obj Options ===&lt;br /&gt;
&lt;br /&gt;
==== birth ====&lt;br /&gt;
&lt;br /&gt;
The birth option controls when the effect obj will be born.  When the obj is born, its keyframe animations will begin as if the obj had been alive for the entire life of the effect.  For example, if the obj has a birth of 1000 and there is a keyframe at time=”1000” then after 1 second of the effect&#039;s creation, the obj will become visible and inherit the actions as specified in the keyframe with time=&amp;quot;1000&amp;quot; and not the keyframe at time=&amp;quot;0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== death ====&lt;br /&gt;
&lt;br /&gt;
Death controls the time when this effect obj will die.  If the death is specified as “none”, then this obj will live forever until the effect is specifically killed.  Immortal objs should be used only when you&#039;re sure that the obj should live forever.  THERE MUST ALWAYS BE A DEATH in a spell effect, because spell effects rely on all objs killing themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== attach ====&lt;br /&gt;
&lt;br /&gt;
This specifies the effect anchor that this obj is attached to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== priority ====&lt;br /&gt;
&lt;br /&gt;
This dictates when the effect obj will be rendered.  The only thing you should know about this is that it should be omitted unless you&#039;re using alpha values (which you should avoid), and in the case of using alphas you should set priority to “alpha”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== z_func ====&lt;br /&gt;
&lt;br /&gt;
Specifies how this effect obj will make use of the z­buffer.  Possible  tags are:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;znone /&amp;gt;&lt;br /&gt;
&amp;lt;zfill /&amp;gt; &lt;br /&gt;
&amp;lt;zuse /&amp;gt;&lt;br /&gt;
&amp;lt;ztest /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Just omit this unless you know what a z­buffer is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== mixmode ====&lt;br /&gt;
&lt;br /&gt;
Specifies how the effect obj is mixed with its background.  Possible values include:&lt;br /&gt;
* &#039;&#039;&#039;copy&#039;&#039;&#039; No blending with the background is done.&lt;br /&gt;
* &#039;&#039;&#039;mult&#039;&#039;&#039; The effect obj is multiplied with its background.  White color values will be invisible, and dark values will darken.&lt;br /&gt;
* &#039;&#039;&#039;mult2&#039;&#039;&#039; The effect obj is multiplied with its background and also by 2.  This is similar to multiply, but it will turn out brighter and more suitable for spell effects.&lt;br /&gt;
* &#039;&#039;&#039;alpha&#039;&#039;&#039; Rely completely on the alpha value of the effect obj to govern transparency.&lt;br /&gt;
* &#039;&#039;&#039;transparent&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;destalphaadd&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;srcalphaadd&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;premultalpha&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== dir ====&lt;br /&gt;
&lt;br /&gt;
This is an option that remains constant across all keyframes in an obj. The dir dictates the orientation of the position defined by the keyframes. &lt;br /&gt;
&lt;br /&gt;
Possible dir_type values:&lt;br /&gt;
* &#039;&#039;&#039;target&#039;&#039;&#039; specifies that the direction should be the direction that the target is facing&lt;br /&gt;
* &#039;&#039;&#039;origin&#039;&#039;&#039; specifies that the direction should be in the direction that the origin is facing (ie, maybe a casting effect that shoots a beam from the player&#039;s chest or something).&lt;br /&gt;
* &#039;&#039;&#039;none&#039;&#039;&#039; no direction for the anchor; with no direction any position&#039;s x, y, and z values will remain untransformed.&lt;br /&gt;
* &#039;&#039;&#039;totarget&#039;&#039;&#039; specifies that the direction should be the direction from the origin to target.&lt;br /&gt;
* &#039;&#039;&#039;camera&#039;&#039;&#039; specifies a direction from the anchor position to the camera position.&lt;br /&gt;
* &#039;&#039;&#039;billboard&#039;&#039;&#039; similar to camera, but specifies a billboard transformation (the orientation will always be in the inverse of the camera&#039;s forward direction).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Obj KeyFrame Actions ===&lt;br /&gt;
&lt;br /&gt;
==== scale ====&lt;br /&gt;
&lt;br /&gt;
This specifies the overall scaling factor of the obj.  A value of 1 will leave the obj in its original size, and 10 will make the obj 10 times its original size.&lt;br /&gt;
&lt;br /&gt;
Available attribute values: value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== volume ====&lt;br /&gt;
&lt;br /&gt;
Volume specifies the volume of an audio obj.&lt;br /&gt;
&lt;br /&gt;
Available attribute values: value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== topscale ====&lt;br /&gt;
&lt;br /&gt;
Specifies the scaling for the top of the obj.  It can be used to expend or shrink the top of the obj to control the coned shape.  This is only used for certain effect objs.&lt;br /&gt;
&lt;br /&gt;
Available attribute values: value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== position ====&lt;br /&gt;
&lt;br /&gt;
Specifies the position offset from the obj&#039;s attached anchor.&lt;br /&gt;
&lt;br /&gt;
Available attribute values: x, y, z&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== rotate ====&lt;br /&gt;
&lt;br /&gt;
Specifies the rotation around the obj&#039;s attached anchor.  This will rotate using the anchor as the origin of rotation.&lt;br /&gt;
&lt;br /&gt;
Available attribute values: x, y, z&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== spin ====&lt;br /&gt;
&lt;br /&gt;
Specifies the rotation around the obj&#039;s own center.  Even if you offset the position of the obj, the spin value will still rotate around the obj&#039;s own center.&lt;br /&gt;
&lt;br /&gt;
Available attribute values: x, y, z&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== colour ====&lt;br /&gt;
&lt;br /&gt;
Specifies the colour of the obj.&lt;br /&gt;
&lt;br /&gt;
Available attribute values: r, g, b, a&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== height ====&lt;br /&gt;
&lt;br /&gt;
Specifies the vertical scale of the obj.&lt;br /&gt;
&lt;br /&gt;
Available attribute values: value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== padding ====&lt;br /&gt;
&lt;br /&gt;
This is used by some obj types to add padding between components of the obj.&lt;br /&gt;
&lt;br /&gt;
Available attribute values: value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== animate ====&lt;br /&gt;
&lt;br /&gt;
I think this is used for particle systems to control whether it&#039;s emitting particles or something.&lt;br /&gt;
&lt;br /&gt;
Available attribute values: value=”yes” or value=”no”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Light Obj ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The light object is a way to add a lighting to your effect, the light generated will light up the surrounding areas.&lt;br /&gt;
&lt;br /&gt;
To create the light object the following tags must be specified:&lt;br /&gt;
* &#039;&#039;&#039;radius&#039;&#039;&#039;: the radius of your lighting objects, no light will be generated outside your radius value.&lt;br /&gt;
* &#039;&#039;&#039;r,g,b,&#039;&#039;&#039;: the rgb light color.&lt;br /&gt;
* &#039;&#039;&#039;mode&#039;&#039;&#039;: the effect mode, accepted values are linear/realistic/clq. Mode is optional and linear is the default option.&lt;br /&gt;
* &#039;&#039;&#039;type&#039;&#039;&#039;: specifies lighting type, accepted avlues are spot/directional. Type is optional and spot should be the default option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;obj type=&amp;quot;light&amp;quot; radius=&amp;quot;5&amp;quot; r=&amp;quot;0.6&amp;quot; g=&amp;quot;0.6&amp;quot; b=&amp;quot;0.6&amp;quot; x=&amp;quot;0.0&amp;quot; y=&amp;quot;0.65&amp;quot; z=&amp;quot;0.0&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;attach&amp;gt;target&amp;lt;/attach&amp;gt;&lt;br /&gt;
    &amp;lt;birth&amp;gt;0&amp;lt;/birth&amp;gt;&lt;br /&gt;
    &amp;lt;death&amp;gt;none&amp;lt;/death&amp;gt;&lt;br /&gt;
&amp;lt;/obj&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mesh Obj ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The mesh obj is a general effect obj that allows you to add any CS mesh to an effectTo create a mesh obj, place the mesh in its own library file, reference it at the top of your effect file using the&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;library&amp;gt;/path/to/library/file&amp;lt;/library&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
tags, and add the mesh obj as you would any other effect obj with the addition of a fact=”name of your mesh&#039;s factory” attribute.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;obj type=”mesh” name=”fist” fact=”fist”&amp;gt;&lt;br /&gt;
    &amp;lt;attach&amp;gt;pos&amp;lt;/attach&amp;gt;&lt;br /&gt;
    &amp;lt;death&amp;gt;23000&amp;lt;/death&amp;gt;&lt;br /&gt;
    &amp;lt;mixmode&amp;gt;mult2&amp;lt;/mixmode&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;totarget&amp;lt;/dir&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=”0”&amp;gt;&lt;br /&gt;
        &amp;lt;action name=”position” z=”0.7” /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/obj&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Particles Obj ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The particles obj is a way to add any particle system to your effect.&lt;br /&gt;
&lt;br /&gt;
To create a particles obj, place the create a library file containing your particles mesh, reference it at the top of your effect file using the&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;library&amp;gt;/path/to/library/file&amp;lt;/library&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
tags, and add the particles obj as you would any other effect obj with the addition of a fact=”name of your particles&#039;s factory” attribute.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;obj type=&amp;quot;particles&amp;quot; name=&amp;quot;gas&amp;quot; fact=&amp;quot;gas&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;attach&amp;gt;target&amp;lt;/attach&amp;gt;&lt;br /&gt;
    &amp;lt;death&amp;gt;35000&amp;lt;/death&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;animate&amp;quot; value=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;30000&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;animate&amp;quot; value=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/obj&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Quad Obj ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The quad obj adds a flat, textured 3D square to your effect.  The only dependency of a quad obj is the need for a material; otherwise, there are no mesh or particle system dependencies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;obj type=&amp;quot;quad&amp;quot; name=&amp;quot;icyfloor&amp;quot; material=&amp;quot;dot&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;attach&amp;gt;pos&amp;lt;/attach&amp;gt;&lt;br /&gt;
    &amp;lt;death&amp;gt;30000&amp;lt;/death&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;none&amp;lt;/dir&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;alpha&amp;quot; value=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;position&amp;quot; x=&amp;quot;0&amp;quot; y=&amp;quot;0.1&amp;quot; z=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;scale&amp;quot; value=&amp;quot;6&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;height&amp;quot; value=&amp;quot;1.0&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;colour&amp;quot; r=&amp;quot;160&amp;quot; g=&amp;quot;160&amp;quot; b=&amp;quot;230&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;28900&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;colour&amp;quot; r=&amp;quot;160&amp;quot; g=&amp;quot;160&amp;quot; b=&amp;quot;230&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;29900&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;colour&amp;quot; r=&amp;quot;0&amp;quot; g=&amp;quot;0&amp;quot; b=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/obj&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SimpMesh Obj ===&lt;br /&gt;
&lt;br /&gt;
I believe this obj type is deprecated and should not be used. Use the Mesh Obj instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sound Obj ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The Sound Obj adds sound effects to an effect. The sound file needs to be a sound resource defined in the PS Sound Manager.&lt;br /&gt;
&lt;br /&gt;
The Sound Obj has the following extra tags:&lt;br /&gt;
* &#039;&#039;&#039;mindist&#039;&#039;&#039; if the camera is within this radius of the sound&#039;s position, then the sound will be at full volume (as specified by the volume action).&lt;br /&gt;
* &#039;&#039;&#039;maxdist&#039;&#039;&#039; if the camera is outside this radius from the sound&#039;s position, then the sound will be too distant to be heard.&lt;br /&gt;
* &#039;&#039;&#039;loop&#039;&#039;&#039; if true, this sound will loop back to the beginning once it has finished.&lt;br /&gt;
* &#039;&#039;&#039;resource&#039;&#039;&#039; the name of the sound resource to play as specified in the PS Sound Manager.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;obj type=&amp;quot;sound&amp;quot; name=&amp;quot;Water_Barrier_Loop&amp;quot; resource=&amp;quot;water&amp;quot; loop=”true”&amp;gt;&lt;br /&gt;
    &amp;lt;attach&amp;gt;pos&amp;lt;/attach&amp;gt;&lt;br /&gt;
    &amp;lt;birth&amp;gt;50&amp;lt;/birth&amp;gt;&lt;br /&gt;
    &amp;lt;death&amp;gt;120000&amp;lt;/death&amp;gt;&lt;br /&gt;
    &amp;lt;mindist&amp;gt;2&amp;lt;/mindist&amp;gt;&lt;br /&gt;
    &amp;lt;maxdist&amp;gt;30&amp;lt;/maxdist&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action  name=&amp;quot;volume&amp;quot; value=&amp;quot;0.1&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;700&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action  name=&amp;quot;volume&amp;quot; value=&amp;quot;0.8&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;110000&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action  name=&amp;quot;volume&amp;quot; value=&amp;quot;0.6&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;120000&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action  name=&amp;quot;volume&amp;quot; value=&amp;quot;0.1&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/obj&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spire Obj ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The Spire Obj adds a vertical spire to an effect.  The only dependency of a spire obj is the need for a material; otherwise, there are no mesh or particle system dependencies.&lt;br /&gt;
&lt;br /&gt;
The Spire Obj has the following extra tags:&lt;br /&gt;
* &#039;&#039;&#039;shape&#039;&#039;&#039; dictates the shape of the spire as seen from above.  This can be one of circle, asterix, star, and layered.&lt;br /&gt;
* &#039;&#039;&#039;segments&#039;&#039;&#039; specifies the number of sides for the spire.  A higher number of segments will make for a rounder spire, but will be less efficient.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;obj type=&amp;quot;spire&amp;quot; name=&amp;quot;river&amp;quot; material=&amp;quot;wave&amp;quot; shape=”circle” segments=&amp;quot;20&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;attach&amp;gt;pos&amp;lt;/attach&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;none&amp;lt;/dir&amp;gt;&lt;br /&gt;
    &amp;lt;death&amp;gt;120000&amp;lt;/death&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;scale&amp;quot; value=&amp;quot;0.67&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;height&amp;quot; value=&amp;quot;0.75&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;topscale&amp;quot; value=&amp;quot;1.2&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;119900&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;spin&amp;quot; x=&amp;quot;0&amp;quot; y=&amp;quot;64800&amp;quot; z=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;120000&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;spin&amp;quot; x=&amp;quot;0&amp;quot; y=&amp;quot;0&amp;quot; z=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/obj&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Star Obj ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Star Obj is to shoot out beams of light in random directions.  Despite my horrible art in the screenshot, I&#039;m convinced it will look good in an effect with the right art touch.&lt;br /&gt;
&lt;br /&gt;
Like the Quad Obj and Spire Obj, the Star Obj is only dependent on being given a material; no mesh or particles object is required.&lt;br /&gt;
&lt;br /&gt;
The Star Obj has the following extra tags:&lt;br /&gt;
* &#039;&#039;&#039;segments&#039;&#039;&#039; the number of beams to project outwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;obj type=&amp;quot;star&amp;quot; name=&amp;quot;star_typical&amp;quot; material=&amp;quot;star_example&amp;quot; segments=&amp;quot;15&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;attach&amp;gt;pos&amp;lt;/attach&amp;gt;&lt;br /&gt;
    &amp;lt;death&amp;gt;none&amp;lt;/death&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;colour&amp;quot; r=&amp;quot;255&amp;quot; g=&amp;quot;255&amp;quot; b=&amp;quot;0&amp;quot; a=&amp;quot;255&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;position&amp;quot; y=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;height&amp;quot; value=&amp;quot;20&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;topscale&amp;quot; value=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/obj&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Text Obj ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The Text Obj provides a means of displaying text. It works like the Quad Obj, except uses given text as a material.&lt;br /&gt;
&lt;br /&gt;
The Text Obj has the following extra tags:&lt;br /&gt;
* &#039;&#039;&#039;static&#039;&#039;&#039; set this to true if the text of this material will not be modified in code. This is usually true, except for special cases (such as entity labels) where the text must be changed in the game.&lt;br /&gt;
* &#039;&#039;&#039;antialias&#039;&#039;&#039; set this to true or false to control antialiasing for the rendered text.&lt;br /&gt;
&lt;br /&gt;
The Text Obj uses a set of tags to dictate display behaviour. The below example attempts to demonstrate them all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;obj type=&amp;quot;text&amp;quot; name=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;attach&amp;gt;pos&amp;lt;/attach&amp;gt;&lt;br /&gt;
    &amp;lt;death&amp;gt;none&amp;lt;/death&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;billboard&amp;lt;/dir&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;text&amp;gt;&lt;br /&gt;
        This is some normal text[br /]&lt;br /&gt;
        [colour:00ff00]This is some green text.[/colour][br /]&lt;br /&gt;
        [shadow:0000ff]This is some blue shadowed text.[/shadow][br /]&lt;br /&gt;
        [left]This is some left­aligned text[/left]&lt;br /&gt;
        [right]Right aligned[/right]&lt;br /&gt;
        [center]Centered text[/center]&lt;br /&gt;
        [outline:00ff00]This is some green outlined text.[/outline][br /]&lt;br /&gt;
    &amp;lt;/text&amp;gt;&lt;br /&gt;
&amp;lt;/obj&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Trail Obj ===&lt;br /&gt;
&lt;br /&gt;
This effect obj creates a trail following current position of the obj. Right now I&#039;m working on this for sword swooshes, but let me work on this a bit more before you use it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Eedit ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
Eedit is planeshift&#039;s effect editor. At the moment it provides a way for you to dynamically preview your effects and find errors as you edit/create the effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Usage ===&lt;br /&gt;
&lt;br /&gt;
Basic usage in creating/editing an effect:&lt;br /&gt;
# Open EEdit&lt;br /&gt;
# If you&#039;re creating a new effect, create a .eff file somewhere in your effect directory, and then click “Refresh” in EEdit&#039;s effect list to refresh the list of effects.&lt;br /&gt;
# Double click on the desired effect in EEdit&#039;s effect list to load it.&lt;br /&gt;
# Click “Render” in the render dialog to display the effect (right now you have to look down from the starting camera position to actually see your effect).&lt;br /&gt;
# To edit your effect, edit the .eff file, then click the “Load” button beside render button to reload the .eff file, and finally click “Render” to display it.&lt;br /&gt;
&lt;br /&gt;
There is much more to eedit that you can play around with, but for now this simple overview will have to do for documentation.&lt;br /&gt;
&lt;br /&gt;
[[Category:Engine documents]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Effects&amp;diff=20358</id>
		<title>Effects</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Effects&amp;diff=20358"/>
		<updated>2015-01-02T00:27:38Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://docs.google.com/viewer?url=http://sourceforge.net/p/planeshift/code/HEAD/tree/trunk/docs/pseffects_manual.pdf?format%3Draw PSeffects Manual.pdf]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
&lt;br /&gt;
A planeshift effect is defined by a single CS library xml file saved as with a .eff file extension. This CS library defines all materials, textures, and meshes that the effect will depend on. The effect portion of the library is defined by a custom addon xml block inside the library file. See the [[Effect Design]] for design.&lt;br /&gt;
&lt;br /&gt;
An effect is mode of one or more Effect Objs. These Effect Objs are everything you can see and hear about the effect. Every Effect Obj is attached to an Effect Anchor, which is a means to provide a base position for your Effect Objs.&lt;br /&gt;
&lt;br /&gt;
=== Effect file examples ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=”1.0” encoding=”utf­8” ?&amp;gt;&lt;br /&gt;
&amp;lt;library&amp;gt;&lt;br /&gt;
    &amp;lt;library&amp;gt;/path/to/a/library/dependency&amp;lt;/library&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;textures&amp;gt;&lt;br /&gt;
        &amp;lt;texture name=”texture1”&amp;gt;&lt;br /&gt;
            &amp;lt;file&amp;gt;/this/art/effects/texture1.dds&amp;lt;/file&amp;gt;&lt;br /&gt;
        &amp;lt;/texture&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;texture name=”texture2”&amp;gt;&lt;br /&gt;
            &amp;lt;file&amp;gt;/this/art/effects/texture2.dds&amp;lt;/file&amp;gt;&lt;br /&gt;
        &amp;lt;/texture&amp;gt;&lt;br /&gt;
    &amp;lt;/textures&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;materials&amp;gt;&lt;br /&gt;
        &amp;lt;material name=”material1”&amp;gt;&lt;br /&gt;
            &amp;lt;texture&amp;gt;texture1&amp;lt;/texture&amp;gt;&lt;br /&gt;
        &amp;lt;/material&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;material name=”material2”&amp;gt;&lt;br /&gt;
            &amp;lt;material&amp;gt;texture2&amp;lt;/material&amp;gt;&lt;br /&gt;
        &amp;lt;/material&amp;gt;&lt;br /&gt;
    &amp;lt;/materials&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;addon plugin=”PSEffects”&amp;gt;&lt;br /&gt;
        &amp;lt;effect name=”effect_name”&amp;gt;&lt;br /&gt;
            &amp;lt;!­­ Place effect anchors here ­­&amp;gt;&lt;br /&gt;
&lt;br /&gt;
            &amp;lt;!­­ Place effect objs here ­­&amp;gt;&lt;br /&gt;
        &amp;lt;/effect&amp;gt;&lt;br /&gt;
    &amp;lt;/addon&amp;gt;&lt;br /&gt;
&amp;lt;/library&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The anchor and objs sections not shown above are the heart of the effect and will be detailed below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Key Framed Animation ===&lt;br /&gt;
&lt;br /&gt;
Each Effect Anchor and Effect Obj uses keyframes to animate itself.  A keyframe consists of a time value and a set of actions.  While animating, the Effect Manager will take the current time, find the keyframes that occur just before and just after that time, and then interpolate the action values between the two keyframes.&lt;br /&gt;
&lt;br /&gt;
Every action in a keyframe is also optional.  That is, you do not explicity need to specify a value for each action you use for every keyframe. To illustrate, lets say you have a set of three keyframes:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;keyFrame time=”0”&amp;gt;&lt;br /&gt;
    &amp;lt;action name=”scale” value=”1.0” /&amp;gt;&lt;br /&gt;
    &amp;lt;action name=”position” x=”0” y=”0” z=”0” /&amp;gt;&lt;br /&gt;
&amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;keyFrame time=”500”&amp;gt;&lt;br /&gt;
    &amp;lt;action name=”scale” value=”2.0” /&amp;gt;&lt;br /&gt;
&amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;keyFrame time=”1000”&amp;gt;&lt;br /&gt;
    &amp;lt;action name=”scale” value=”1.0” /&amp;gt;&lt;br /&gt;
    &amp;lt;action name=”position” x=”1” y=”1” z=”1” /&amp;gt;&lt;br /&gt;
&amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notice how a position action was not specified for the middle keyframe?  Since it was not specified in the middle keyframe, the position will be interpolated between the previous and next keyframes that have specified a position action.  So if the current time were 500ms, then the current position value would be x=”0.5” y=”0.5” z=”0.5”, since it would interpolate correctly across keyframes with the position action missing.&lt;br /&gt;
&lt;br /&gt;
If a keyframe action has multiple values, then each value is optional. For example, a position action can be specified as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;action name=”position” y=”1” /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
omitting the x, and z values. These values will use defaults and be interpolated as needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Effect Anchors ==&lt;br /&gt;
&lt;br /&gt;
The effect anchors are key to positioning effect components; these are animated using keyframes.  The basic format for an effect anchor is as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;anchor type=”anchor_type” name=”enter_id_used_to_refer_to_this_anchor”&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;dir_type&amp;lt;/dir&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;!­­ other non­keyframe options go here ­­&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=”0”&amp;gt;&lt;br /&gt;
        &amp;lt;action name=”action_name” action values go here /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=”1000”&amp;gt; &amp;lt;!­­ A keyframe for a second later ­­&amp;gt;&lt;br /&gt;
        ...&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/anchor&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Global Anchor Options ===&lt;br /&gt;
&lt;br /&gt;
==== dir ====&lt;br /&gt;
&lt;br /&gt;
The dir option is not specified inside a keyframe. This is an option that remains constant across all keyframes in an anchor.&lt;br /&gt;
&lt;br /&gt;
The dir dictates the orientation of the position defined by the keyframes.&lt;br /&gt;
&lt;br /&gt;
Possible dir_type values:&lt;br /&gt;
* &#039;&#039;&#039;target&#039;&#039;&#039; specifies that the direction should be the direction that the target is facing.&lt;br /&gt;
* &#039;&#039;&#039;origin&#039;&#039;&#039; specifies that the direction should be in the direction that the origin is facing (ie, maybe a casting effect that shoots a beam from the player&#039;s chest or something).&lt;br /&gt;
* &#039;&#039;&#039;none&#039;&#039;&#039; no direction for the anchor; with no direction any position&#039;s x, y, and z values will remain untransformed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Anchor KeyFrame Actions ===&lt;br /&gt;
&lt;br /&gt;
==== Position ====&lt;br /&gt;
&lt;br /&gt;
Position is a keyframe action type. It dictates the position of the anchor while following the rules set by the dir option. The position action accepts values for x, y, and z. z specifies a position along the forward direction, x specifies a position along the sideways direction, and y specifies a position along the upwards direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== To Target ====&lt;br /&gt;
&lt;br /&gt;
ToTarget is a keyframe action type.  This dictates the position of the anchor similar to the position action, but the ToTarget action is always oriented towards the effect&#039;s target, and the values given in ToTarget will be multiplied by the distance between the effect&#039;s origin and target.&lt;br /&gt;
&lt;br /&gt;
For example, a ToTarget action defined as&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;action name=”ToTarget” x=”0” y=”0” z=”1” /&amp;gt; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
will place the anchor directly on the effect&#039;s target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Basic Anchor ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The basic anchor type is the simplest anchor available. It takes the global options and keyframe actions and uses them exactly as specified with no modification or transformation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;!­­ An anchor centered on the effect origin ­­&amp;gt;&lt;br /&gt;
&amp;lt;anchor type=”basic” name=”origin”&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;none&amp;lt;/dir&amp;gt;&lt;br /&gt;
&amp;lt;/anchor&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!­­ An anchor centered on the effect target ­­&amp;gt;&lt;br /&gt;
&amp;lt;anchor type=”basic” name=”target”&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;none&amp;lt;/dir&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=”0”&amp;gt;&lt;br /&gt;
        &amp;lt;action name=”totarget” z=”1” /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/anchor&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!­­ An anchor that moves from the effect origin to the effect target over the period of one second­­&amp;gt;&lt;br /&gt;
&amp;lt;anchor type=”basic” name=”origin_to_target”&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;none&amp;lt;/dir&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=”0”&amp;gt;&lt;br /&gt;
        &amp;lt;action name=”totarget” z=”0” /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=”1000”&amp;gt;&lt;br /&gt;
        &amp;lt;action name=”totarget” z=”1” /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/anchor&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Spline Anchor ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The spline anchor type works just like the basic anchor type, except all movement will be smoothly interpolated along a spline.  Because there are extra calculations required, this is less efficient than a basic anchor and should only be used when smooth interpolation is explicitly desired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;!­­ An anchor that moves an a parabolic arc similar to throwing a rock from origin to target­­&amp;gt;&lt;br /&gt;
&amp;lt;anchor type=”spline” name=”parabolic_trajectory”&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;none&amp;lt;/dir&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=”0”&amp;gt;&lt;br /&gt;
        &amp;lt;action name=”totarget” y=”0” z=”0” /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=”500”&amp;gt;&lt;br /&gt;
        &amp;lt;action name=”totarget” y=”0.5” /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=”1000”&amp;gt;&lt;br /&gt;
        &amp;lt;action name=”totarget” z=”1” /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/anchor&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Socket Anchor ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The socket anchor as an anchor that follows an sprcal3d socket. You could use this anchor to anchor a flame to the hand of a spell caster for example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;!­­ An anchor that attaches to the left hand of the sprcal3d this effect is attached to ­­&amp;gt;&lt;br /&gt;
&amp;lt;anchor type=”socket” name=”left_hand” socket=”lefthand”&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;none&amp;lt;/dir&amp;gt;&lt;br /&gt;
&amp;lt;/anchor&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Effect Objs ==&lt;br /&gt;
&lt;br /&gt;
Everything that you can see or hear in an effect is done through an effect obj.  Each effect obj is attached to a single effect anchor that dictates its base position.  The basic format for an effect obj is as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;obj type=”obj_type” name=”obj_name”&amp;gt;&lt;br /&gt;
    &amp;lt;birth&amp;gt;100&amp;lt;/birth&amp;gt;&lt;br /&gt;
    &amp;lt;death&amp;gt;2000&amp;lt;/death&amp;gt;&lt;br /&gt;
    &amp;lt;attach&amp;gt;anchor_attachment&amp;lt;/attach&amp;gt;&lt;br /&gt;
    &amp;lt;priority&amp;gt;render_priority&amp;lt;/priority&amp;gt;&lt;br /&gt;
    &amp;lt;z_func_definition /&amp;gt;&lt;br /&gt;
    &amp;lt;mixmode&amp;gt;mixmode_type&amp;lt;/mixmode&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;dir_type&amp;lt;/dir&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=”0”&amp;gt;&lt;br /&gt;
        &amp;lt;action name=”action_name” action values go here /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=”1000”&amp;gt;&lt;br /&gt;
        ...&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/obj&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Global Obj Options ===&lt;br /&gt;
&lt;br /&gt;
==== birth ====&lt;br /&gt;
&lt;br /&gt;
The birth option controls when the effect obj will be born.  When the obj is born, its keyframe animations will begin as if the obj had been alive for the entire life of the effect.  For example, if the obj has a birth of 1000 and there is a keyframe at time=”1000” then after 1 second of the effect&#039;s creation, the obj will become visible and inherit the actions as specified in the keyframe with time=&amp;quot;1000&amp;quot; and not the keyframe at time=&amp;quot;0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== death ====&lt;br /&gt;
&lt;br /&gt;
Death controls the time when this effect obj will die.  If the death is specified as “none”, then this obj will live forever until the effect is specifically killed.  Immortal objs should be used only when you&#039;re sure that the obj should live forever.  THERE MUST ALWAYS BE A DEATH in a spell effect, because spell effects rely on all objs killing themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== attach ====&lt;br /&gt;
&lt;br /&gt;
This specifies the effect anchor that this obj is attached to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== priority ====&lt;br /&gt;
&lt;br /&gt;
This dictates when the effect obj will be rendered.  The only thing you should know about this is that it should be omitted unless you&#039;re using alpha values (which you should avoid), and in the case of using alphas you should set priority to “alpha”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== z_func ====&lt;br /&gt;
&lt;br /&gt;
Specifies how this effect obj will make use of the z­buffer.  Possible  tags are:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;znone /&amp;gt;&lt;br /&gt;
&amp;lt;zfill /&amp;gt; &lt;br /&gt;
&amp;lt;zuse /&amp;gt;&lt;br /&gt;
&amp;lt;ztest /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Just omit this unless you know what a z­buffer is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== mixmode ====&lt;br /&gt;
&lt;br /&gt;
Specifies how the effect obj is mixed with its background.  Possible values include:&lt;br /&gt;
* &#039;&#039;&#039;copy&#039;&#039;&#039; No blending with the background is done.&lt;br /&gt;
* &#039;&#039;&#039;mult&#039;&#039;&#039; The effect obj is multiplied with its background.  White color values will be invisible, and dark values will darken.&lt;br /&gt;
* &#039;&#039;&#039;mult2&#039;&#039;&#039; The effect obj is multiplied with its background and also by 2.  This is similar to multiply, but it will turn out brighter and more suitable for spell effects.&lt;br /&gt;
* &#039;&#039;&#039;alpha&#039;&#039;&#039; Rely completely on the alpha value of the effect obj to govern transparency.&lt;br /&gt;
* &#039;&#039;&#039;transparent&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;destalphaadd&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;srcalphaadd&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;premultalpha&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== dir ====&lt;br /&gt;
&lt;br /&gt;
This is an option that remains constant across all keyframes in an obj. The dir dictates the orientation of the position defined by the keyframes. &lt;br /&gt;
&lt;br /&gt;
Possible dir_type values:&lt;br /&gt;
* &#039;&#039;&#039;target&#039;&#039;&#039; specifies that the direction should be the direction that the target is facing&lt;br /&gt;
* &#039;&#039;&#039;origin&#039;&#039;&#039; specifies that the direction should be in the direction that the origin is facing (ie, maybe a casting effect that shoots a beam from the player&#039;s chest or something).&lt;br /&gt;
* &#039;&#039;&#039;none&#039;&#039;&#039; no direction for the anchor; with no direction any position&#039;s x, y, and z values will remain untransformed.&lt;br /&gt;
* &#039;&#039;&#039;totarget&#039;&#039;&#039; specifies that the direction should be the direction from the origin to target.&lt;br /&gt;
* &#039;&#039;&#039;camera&#039;&#039;&#039; specifies a direction from the anchor position to the camera position.&lt;br /&gt;
* &#039;&#039;&#039;billboard&#039;&#039;&#039; similar to camera, but specifies a billboard transformation (the orientation will always be in the inverse of the camera&#039;s forward direction).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Obj KeyFrame Actions ===&lt;br /&gt;
&lt;br /&gt;
==== scale ====&lt;br /&gt;
&lt;br /&gt;
This specifies the overall scaling factor of the obj.  A value of 1 will leave the obj in its original size, and 10 will make the obj 10 times its original size.&lt;br /&gt;
&lt;br /&gt;
Available attribute values: value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== volume ====&lt;br /&gt;
&lt;br /&gt;
Volume specifies the volume of an audio obj.&lt;br /&gt;
&lt;br /&gt;
Available attribute values: value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== topscale ====&lt;br /&gt;
&lt;br /&gt;
Specifies the scaling for the top of the obj.  It can be used to expend or shrink the top of the obj to control the coned shape.  This is only used for certain effect objs.&lt;br /&gt;
&lt;br /&gt;
Available attribute values: value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== position ====&lt;br /&gt;
&lt;br /&gt;
Specifies the position offset from the obj&#039;s attached anchor.&lt;br /&gt;
&lt;br /&gt;
Available attribute values: x, y, z&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== rotate ====&lt;br /&gt;
&lt;br /&gt;
Specifies the rotation around the obj&#039;s attached anchor.  This will rotate using the anchor as the origin of rotation.&lt;br /&gt;
&lt;br /&gt;
Available attribute values: x, y, z&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== spin ====&lt;br /&gt;
&lt;br /&gt;
Specifies the rotation around the obj&#039;s own center.  Even if you offset the position of the obj, the spin value will still rotate around the obj&#039;s own center.&lt;br /&gt;
&lt;br /&gt;
Available attribute values: x, y, z&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== colour ====&lt;br /&gt;
&lt;br /&gt;
Specifies the colour of the obj.&lt;br /&gt;
&lt;br /&gt;
Available attribute values: r, g, b, a&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== height ====&lt;br /&gt;
&lt;br /&gt;
Specifies the vertical scale of the obj.&lt;br /&gt;
&lt;br /&gt;
Available attribute values: value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== padding ====&lt;br /&gt;
&lt;br /&gt;
This is used by some obj types to add padding between components of the obj.&lt;br /&gt;
&lt;br /&gt;
Available attribute values: value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== animate ====&lt;br /&gt;
&lt;br /&gt;
I think this is used for particle systems to control whether it&#039;s emitting particles or something.&lt;br /&gt;
&lt;br /&gt;
Available attribute values: value=”yes” or value=”no”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mesh Obj ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The mesh obj is a general effect obj that allows you to add any CS mesh to an effectTo create a mesh obj, place the mesh in its own library file, reference it at the top of your effect file using the&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;library&amp;gt;/path/to/library/file&amp;lt;/library&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
tags, and add the mesh obj as you would any other effect obj with the addition of a fact=”name of your mesh&#039;s factory” attribute.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;obj type=”mesh” name=”fist” fact=”fist”&amp;gt;&lt;br /&gt;
    &amp;lt;attach&amp;gt;pos&amp;lt;/attach&amp;gt;&lt;br /&gt;
    &amp;lt;death&amp;gt;23000&amp;lt;/death&amp;gt;&lt;br /&gt;
    &amp;lt;mixmode&amp;gt;mult2&amp;lt;/mixmode&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;totarget&amp;lt;/dir&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=”0”&amp;gt;&lt;br /&gt;
        &amp;lt;action name=”position” z=”0.7” /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/obj&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Light Obj ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The light object is a way to add a lighting to your effect, the light generated will light up the surrounding areas.&lt;br /&gt;
&lt;br /&gt;
To create the light object the following tags must be specified:&lt;br /&gt;
* &#039;&#039;&#039;radius&#039;&#039;&#039;: the radius of your lighting objects, no light will be generated outside your radius value.&lt;br /&gt;
* &#039;&#039;&#039;r,g,b,&#039;&#039;&#039; the rgb light color.&lt;br /&gt;
* &#039;&#039;&#039;mode&#039;&#039;&#039; the effect mode, accepted values are linear/realistic/clq. Mode is optional and linear is the default option.&lt;br /&gt;
* &#039;&#039;&#039;type&#039;&#039;&#039; specifies lighting type, accepted avlues are spot/directional. Type is optional and spot should be the default option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;obj type=&amp;quot;light&amp;quot; radius=&amp;quot;5&amp;quot; r=&amp;quot;0.6&amp;quot; g=&amp;quot;0.6&amp;quot; b=&amp;quot;0.6&amp;quot; x=&amp;quot;0.0&amp;quot; y=&amp;quot;0.65&amp;quot; z=&amp;quot;0.0&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;attach&amp;gt;target&amp;lt;/attach&amp;gt;&lt;br /&gt;
    &amp;lt;birth&amp;gt;0&amp;lt;/birth&amp;gt;&lt;br /&gt;
    &amp;lt;death&amp;gt;none&amp;lt;/death&amp;gt;&lt;br /&gt;
&amp;lt;/obj&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Particles Obj ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The particles obj is a way to add any particle system to your effect.&lt;br /&gt;
&lt;br /&gt;
To create a particles obj, place the create a library file containing your particles mesh, reference it at the top of your effect file using the&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;library&amp;gt;/path/to/library/file&amp;lt;/library&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
tags, and add the particles obj as you would any other effect obj with the addition of a fact=”name of your particles&#039;s factory” attribute.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;obj type=&amp;quot;particles&amp;quot; name=&amp;quot;gas&amp;quot; fact=&amp;quot;gas&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;attach&amp;gt;target&amp;lt;/attach&amp;gt;&lt;br /&gt;
    &amp;lt;death&amp;gt;35000&amp;lt;/death&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;animate&amp;quot; value=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;30000&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;animate&amp;quot; value=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/obj&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Quad Obj ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The quad obj adds a flat, textured 3D square to your effect.  The only dependency of a quad obj is the need for a material; otherwise, there are no mesh or particle system dependencies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;obj type=&amp;quot;quad&amp;quot; name=&amp;quot;icyfloor&amp;quot; material=&amp;quot;dot&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;attach&amp;gt;pos&amp;lt;/attach&amp;gt;&lt;br /&gt;
    &amp;lt;death&amp;gt;30000&amp;lt;/death&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;none&amp;lt;/dir&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;alpha&amp;quot; value=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;position&amp;quot; x=&amp;quot;0&amp;quot; y=&amp;quot;0.1&amp;quot; z=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;scale&amp;quot; value=&amp;quot;6&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;height&amp;quot; value=&amp;quot;1.0&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;colour&amp;quot; r=&amp;quot;160&amp;quot; g=&amp;quot;160&amp;quot; b=&amp;quot;230&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;28900&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;colour&amp;quot; r=&amp;quot;160&amp;quot; g=&amp;quot;160&amp;quot; b=&amp;quot;230&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;29900&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;colour&amp;quot; r=&amp;quot;0&amp;quot; g=&amp;quot;0&amp;quot; b=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/obj&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SimpMesh Obj ===&lt;br /&gt;
&lt;br /&gt;
I believe this obj type is deprecated and should not be used. Use the Mesh Obj instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sound Obj ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The Sound Obj adds sound effects to an effect. The sound file needs to be a sound resource defined in the PS Sound Manager.&lt;br /&gt;
&lt;br /&gt;
The Sound Obj has the following extra tags:&lt;br /&gt;
* &#039;&#039;&#039;mindist&#039;&#039;&#039; if the camera is within this radius of the sound&#039;s position, then the sound will be at full volume (as specified by the volume action).&lt;br /&gt;
* &#039;&#039;&#039;maxdist&#039;&#039;&#039; if the camera is outside this radius from the sound&#039;s position, then the sound will be too distant to be heard.&lt;br /&gt;
* &#039;&#039;&#039;loop&#039;&#039;&#039; if true, this sound will loop back to the beginning once it has finished.&lt;br /&gt;
* &#039;&#039;&#039;resource&#039;&#039;&#039; the name of the sound resource to play as specified in the PS Sound Manager.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;obj type=&amp;quot;sound&amp;quot; name=&amp;quot;Water_Barrier_Loop&amp;quot; resource=&amp;quot;water&amp;quot; loop=”true”&amp;gt;&lt;br /&gt;
    &amp;lt;attach&amp;gt;pos&amp;lt;/attach&amp;gt;&lt;br /&gt;
    &amp;lt;birth&amp;gt;50&amp;lt;/birth&amp;gt;&lt;br /&gt;
    &amp;lt;death&amp;gt;120000&amp;lt;/death&amp;gt;&lt;br /&gt;
    &amp;lt;mindist&amp;gt;2&amp;lt;/mindist&amp;gt;&lt;br /&gt;
    &amp;lt;maxdist&amp;gt;30&amp;lt;/maxdist&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action  name=&amp;quot;volume&amp;quot; value=&amp;quot;0.1&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;700&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action  name=&amp;quot;volume&amp;quot; value=&amp;quot;0.8&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;110000&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action  name=&amp;quot;volume&amp;quot; value=&amp;quot;0.6&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;120000&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action  name=&amp;quot;volume&amp;quot; value=&amp;quot;0.1&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/obj&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spire Obj ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The Spire Obj adds a vertical spire to an effect.  The only dependency of a spire obj is the need for a material; otherwise, there are no mesh or particle system dependencies.&lt;br /&gt;
&lt;br /&gt;
The Spire Obj has the following extra tags:&lt;br /&gt;
* &#039;&#039;&#039;shape&#039;&#039;&#039; dictates the shape of the spire as seen from above.  This can be one of circle, asterix, star, and layered.&lt;br /&gt;
* &#039;&#039;&#039;segments&#039;&#039;&#039; specifies the number of sides for the spire.  A higher number of segments will make for a rounder spire, but will be less efficient.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;obj type=&amp;quot;spire&amp;quot; name=&amp;quot;river&amp;quot; material=&amp;quot;wave&amp;quot; shape=”circle” segments=&amp;quot;20&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;attach&amp;gt;pos&amp;lt;/attach&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;none&amp;lt;/dir&amp;gt;&lt;br /&gt;
    &amp;lt;death&amp;gt;120000&amp;lt;/death&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;scale&amp;quot; value=&amp;quot;0.67&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;height&amp;quot; value=&amp;quot;0.75&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;topscale&amp;quot; value=&amp;quot;1.2&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;119900&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;spin&amp;quot; x=&amp;quot;0&amp;quot; y=&amp;quot;64800&amp;quot; z=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;120000&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;spin&amp;quot; x=&amp;quot;0&amp;quot; y=&amp;quot;0&amp;quot; z=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/obj&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Star Obj ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Star Obj is to shoot out beams of light in random directions.  Despite my horrible art in the screenshot, I&#039;m convinced it will look good in an effect with the right art touch.&lt;br /&gt;
&lt;br /&gt;
Like the Quad Obj and Spire Obj, the Star Obj is only dependent on being given a material; no mesh or particles object is required.&lt;br /&gt;
&lt;br /&gt;
The Star Obj has the following extra tags:&lt;br /&gt;
* &#039;&#039;&#039;segments&#039;&#039;&#039; the number of beams to project outwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;obj type=&amp;quot;star&amp;quot; name=&amp;quot;star_typical&amp;quot; material=&amp;quot;star_example&amp;quot; segments=&amp;quot;15&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;attach&amp;gt;pos&amp;lt;/attach&amp;gt;&lt;br /&gt;
    &amp;lt;death&amp;gt;none&amp;lt;/death&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;colour&amp;quot; r=&amp;quot;255&amp;quot; g=&amp;quot;255&amp;quot; b=&amp;quot;0&amp;quot; a=&amp;quot;255&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;position&amp;quot; y=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;height&amp;quot; value=&amp;quot;20&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;topscale&amp;quot; value=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/obj&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Text Obj ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The Text Obj provides a means of displaying text. It works like the Quad Obj, except uses given text as a material.&lt;br /&gt;
&lt;br /&gt;
The Text Obj has the following extra tags:&lt;br /&gt;
* &#039;&#039;&#039;static&#039;&#039;&#039; set this to true if the text of this material will not be modified in code. This is usually true, except for special cases (such as entity labels) where the text must be changed in the game.&lt;br /&gt;
* &#039;&#039;&#039;antialias&#039;&#039;&#039; set this to true or false to control antialiasing for the rendered text.&lt;br /&gt;
&lt;br /&gt;
The Text Obj uses a set of tags to dictate display behaviour. The below example attempts to demonstrate them all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;obj type=&amp;quot;text&amp;quot; name=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;attach&amp;gt;pos&amp;lt;/attach&amp;gt;&lt;br /&gt;
    &amp;lt;death&amp;gt;none&amp;lt;/death&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;billboard&amp;lt;/dir&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;text&amp;gt;&lt;br /&gt;
        This is some normal text[br /]&lt;br /&gt;
        [colour:00ff00]This is some green text.[/colour][br /]&lt;br /&gt;
        [shadow:0000ff]This is some blue shadowed text.[/shadow][br /]&lt;br /&gt;
        [left]This is some left­aligned text[/left]&lt;br /&gt;
        [right]Right aligned[/right]&lt;br /&gt;
        [center]Centered text[/center]&lt;br /&gt;
        [outline:00ff00]This is some green outlined text.[/outline][br /]&lt;br /&gt;
    &amp;lt;/text&amp;gt;&lt;br /&gt;
&amp;lt;/obj&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Trail Obj ===&lt;br /&gt;
&lt;br /&gt;
This effect obj creates a trail following current position of the obj. Right now I&#039;m working on this for sword swooshes, but let me work on this a bit more before you use it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Eedit ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
Eedit is planeshift&#039;s effect editor. At the moment it provides a way for you to dynamically preview your effects and find errors as you edit/create the effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Usage ===&lt;br /&gt;
&lt;br /&gt;
Basic usage in creating/editing an effect:&lt;br /&gt;
# Open EEdit&lt;br /&gt;
# If you&#039;re creating a new effect, create a .eff file somewhere in your effect directory, and then click “Refresh” in EEdit&#039;s effect list to refresh the list of effects.&lt;br /&gt;
# Double click on the desired effect in EEdit&#039;s effect list to load it.&lt;br /&gt;
# Click “Render” in the render dialog to display the effect (right now you have to look down from the starting camera position to actually see your effect).&lt;br /&gt;
# To edit your effect, edit the .eff file, then click the “Load” button beside render button to reload the .eff file, and finally click “Render” to display it.&lt;br /&gt;
&lt;br /&gt;
There is much more to eedit that you can play around with, but for now this simple overview will have to do for documentation.&lt;br /&gt;
&lt;br /&gt;
[[Category:Engine documents]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Effects&amp;diff=20357</id>
		<title>Effects</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Effects&amp;diff=20357"/>
		<updated>2015-01-02T00:10:45Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: /* Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://docs.google.com/viewer?url=http://sourceforge.net/p/planeshift/code/HEAD/tree/trunk/docs/pseffects_manual.pdf?format%3Draw PSeffects Manual.pdf]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
&lt;br /&gt;
A planeshift effect is defined by a single CS library xml file saved as with a .eff file extension. This CS library defines all materials, textures, and meshes that the effect will depend on. The effect portion of the library is defined by a custom addon xml block inside the library file. See the [[Effect Design]] for design.&lt;br /&gt;
&lt;br /&gt;
An effect is mode of one or more Effect Objs. These Effect Objs are everything you can see and hear about the effect. Every Effect Obj is attached to an Effect Anchor, which is a means to provide a base position for your Effect Objs.&lt;br /&gt;
&lt;br /&gt;
=== Effect file examples ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=”1.0” encoding=”utf­8” ?&amp;gt;&lt;br /&gt;
&amp;lt;library&amp;gt;&lt;br /&gt;
    &amp;lt;library&amp;gt;/path/to/a/library/dependency&amp;lt;/library&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;textures&amp;gt;&lt;br /&gt;
        &amp;lt;texture name=”texture1”&amp;gt;&lt;br /&gt;
            &amp;lt;file&amp;gt;/this/art/effects/texture1.dds&amp;lt;/file&amp;gt;&lt;br /&gt;
        &amp;lt;/texture&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;texture name=”texture2”&amp;gt;&lt;br /&gt;
            &amp;lt;file&amp;gt;/this/art/effects/texture2.dds&amp;lt;/file&amp;gt;&lt;br /&gt;
        &amp;lt;/texture&amp;gt;&lt;br /&gt;
    &amp;lt;/textures&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;materials&amp;gt;&lt;br /&gt;
        &amp;lt;material name=”material1”&amp;gt;&lt;br /&gt;
            &amp;lt;texture&amp;gt;texture1&amp;lt;/texture&amp;gt;&lt;br /&gt;
        &amp;lt;/material&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;material name=”material2”&amp;gt;&lt;br /&gt;
            &amp;lt;material&amp;gt;texture2&amp;lt;/material&amp;gt;&lt;br /&gt;
        &amp;lt;/material&amp;gt;&lt;br /&gt;
    &amp;lt;/materials&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;addon plugin=”PSEffects”&amp;gt;&lt;br /&gt;
        &amp;lt;effect name=”effect_name”&amp;gt;&lt;br /&gt;
            &amp;lt;!­­ Place effect anchors here ­­&amp;gt;&lt;br /&gt;
&lt;br /&gt;
            &amp;lt;!­­ Place effect objs here ­­&amp;gt;&lt;br /&gt;
        &amp;lt;/effect&amp;gt;&lt;br /&gt;
    &amp;lt;/addon&amp;gt;&lt;br /&gt;
&amp;lt;/library&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The anchor and objs sections not shown above are the heart of the effect and will be detailed below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Key Framed Animation ===&lt;br /&gt;
&lt;br /&gt;
Each Effect Anchor and Effect Obj uses keyframes to animate itself.  A keyframe consists of a time value and a set of actions.  While animating, the Effect Manager will take the current time, find the keyframes that occur just before and just after that time, and then interpolate the action values between the two keyframes.&lt;br /&gt;
&lt;br /&gt;
Every action in a keyframe is also optional.  That is, you do not explicity need to specify a value for each action you use for every keyframe. To illustrate, lets say you have a set of three keyframes:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;keyFrame time=”0”&amp;gt;&lt;br /&gt;
    &amp;lt;action name=”scale” value=”1.0” /&amp;gt;&lt;br /&gt;
    &amp;lt;action name=”position” x=”0” y=”0” z=”0” /&amp;gt;&lt;br /&gt;
&amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;keyFrame time=”500”&amp;gt;&lt;br /&gt;
    &amp;lt;action name=”scale” value=”2.0” /&amp;gt;&lt;br /&gt;
&amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;keyFrame time=”1000”&amp;gt;&lt;br /&gt;
    &amp;lt;action name=”scale” value=”1.0” /&amp;gt;&lt;br /&gt;
    &amp;lt;action name=”position” x=”1” y=”1” z=”1” /&amp;gt;&lt;br /&gt;
&amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notice how a position action was not specified for the middle keyframe?  Since it was not specified in the middle keyframe, the position will be interpolated between the previous and next keyframes that have specified a position action.  So if the current time were 500ms, then the current position value would be x=”0.5” y=”0.5” z=”0.5”, since it would interpolate correctly across keyframes with the position action missing.&lt;br /&gt;
&lt;br /&gt;
If a keyframe action has multiple values, then each value is optional. For example, a position action can be specified as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;action name=”position” y=”1” /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
omitting the x, and z values. These values will use defaults and be interpolated as needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Effect Anchors ==&lt;br /&gt;
&lt;br /&gt;
The effect anchors are key to positioning effect components; these are animated using keyframes.  The basic format for an effect anchor is as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;anchor type=”anchor_type” name=”enter_id_used_to_refer_to_this_anchor”&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;dir_type&amp;lt;/dir&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;!­­ other non­keyframe options go here ­­&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=”0”&amp;gt;&lt;br /&gt;
        &amp;lt;action name=”action_name” action values go here /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=”1000”&amp;gt; &amp;lt;!­­ A keyframe for a second later ­­&amp;gt;&lt;br /&gt;
        ...&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/anchor&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Global Anchor Options ===&lt;br /&gt;
&lt;br /&gt;
==== dir ====&lt;br /&gt;
&lt;br /&gt;
The dir option is not specified inside a keyframe. This is an option that remains constant across all keyframes in an anchor.&lt;br /&gt;
&lt;br /&gt;
The dir dictates the orientation of the position defined by the keyframes.&lt;br /&gt;
&lt;br /&gt;
Possible dir_type values:&lt;br /&gt;
* &#039;&#039;&#039;target&#039;&#039;&#039; specifies that the direction should be the direction that the target is facing.&lt;br /&gt;
* &#039;&#039;&#039;origin&#039;&#039;&#039; specifies that the direction should be in the direction that the origin is facing (ie, maybe a casting effect that shoots a beam from the player&#039;s chest or something).&lt;br /&gt;
* &#039;&#039;&#039;none&#039;&#039;&#039; no direction for the anchor; with no direction any position&#039;s x, y, and z values will remain untransformed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Anchor KeyFrame Actions ===&lt;br /&gt;
&lt;br /&gt;
==== Position ====&lt;br /&gt;
&lt;br /&gt;
Position is a keyframe action type. It dictates the position of the anchor while following the rules set by the dir option. The position action accepts values for x, y, and z. z specifies a position along the forward direction, x specifies a position along the sideways direction, and y specifies a position along the upwards direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== To Target ====&lt;br /&gt;
&lt;br /&gt;
ToTarget is a keyframe action type.  This dictates the position of the anchor similar to the position action, but the ToTarget action is always oriented towards the effect&#039;s target, and the values given in ToTarget will be multiplied by the distance between the effect&#039;s origin and target.&lt;br /&gt;
&lt;br /&gt;
For example, a ToTarget action defined as&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;action name=”ToTarget” x=”0” y=”0” z=”1” /&amp;gt; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
will place the anchor directly on the effect&#039;s target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Basic Anchor ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The basic anchor type is the simplest anchor available. It takes the global options and keyframe actions and uses them exactly as specified with no modification or transformation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;!­­ An anchor centered on the effect origin ­­&amp;gt;&lt;br /&gt;
&amp;lt;anchor type=”basic” name=”origin”&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;none&amp;lt;/dir&amp;gt;&lt;br /&gt;
&amp;lt;/anchor&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!­­ An anchor centered on the effect target ­­&amp;gt;&lt;br /&gt;
&amp;lt;anchor type=”basic” name=”target”&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;none&amp;lt;/dir&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=”0”&amp;gt;&lt;br /&gt;
        &amp;lt;action name=”totarget” z=”1” /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/anchor&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!­­ An anchor that moves from the effect origin to the effect target over the period of one second­­&amp;gt;&lt;br /&gt;
&amp;lt;anchor type=”basic” name=”origin_to_target”&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;none&amp;lt;/dir&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=”0”&amp;gt;&lt;br /&gt;
        &amp;lt;action name=”totarget” z=”0” /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=”1000”&amp;gt;&lt;br /&gt;
        &amp;lt;action name=”totarget” z=”1” /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/anchor&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Spline Anchor ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The spline anchor type works just like the basic anchor type, except all movement will be smoothly interpolated along a spline.  Because there are extra calculations required, this is less efficient than a basic anchor and should only be used when smooth interpolation is explicitly desired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;!­­ An anchor that moves an a parabolic arc similar to throwing a rock from origin to target­­&amp;gt;&lt;br /&gt;
&amp;lt;anchor type=”spline” name=”parabolic_trajectory”&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;none&amp;lt;/dir&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=”0”&amp;gt;&lt;br /&gt;
        &amp;lt;action name=”totarget” y=”0” z=”0” /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=”500”&amp;gt;&lt;br /&gt;
        &amp;lt;action name=”totarget” y=”0.5” /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=”1000”&amp;gt;&lt;br /&gt;
        &amp;lt;action name=”totarget” z=”1” /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/anchor&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Socket Anchor ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The socket anchor as an anchor that follows an sprcal3d socket. You could use this anchor to anchor a flame to the hand of a spell caster for example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;!­­ An anchor that attaches to the left hand of the sprcal3d this effect is attached to ­­&amp;gt;&lt;br /&gt;
&amp;lt;anchor type=”socket” name=”left_hand” socket=”lefthand”&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;none&amp;lt;/dir&amp;gt;&lt;br /&gt;
&amp;lt;/anchor&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Effect Objs ==&lt;br /&gt;
&lt;br /&gt;
Everything that you can see or hear in an effect is done through an effect obj.  Each effect obj is attached to a single effect anchor that dictates its base position.  The basic format for an effect obj is as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;obj type=”obj_type” name=”obj_name”&amp;gt;&lt;br /&gt;
    &amp;lt;birth&amp;gt;100&amp;lt;/birth&amp;gt;&lt;br /&gt;
    &amp;lt;death&amp;gt;2000&amp;lt;/death&amp;gt;&lt;br /&gt;
    &amp;lt;attach&amp;gt;anchor_attachment&amp;lt;/attach&amp;gt;&lt;br /&gt;
    &amp;lt;priority&amp;gt;render_priority&amp;lt;/priority&amp;gt;&lt;br /&gt;
    &amp;lt;z_func_definition /&amp;gt;&lt;br /&gt;
    &amp;lt;mixmode&amp;gt;mixmode_type&amp;lt;/mixmode&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;dir_type&amp;lt;/dir&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=”0”&amp;gt;&lt;br /&gt;
        &amp;lt;action name=”action_name” action values go here /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=”1000”&amp;gt;&lt;br /&gt;
        ...&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/obj&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Global Obj Options ===&lt;br /&gt;
&lt;br /&gt;
==== birth ====&lt;br /&gt;
&lt;br /&gt;
The birth option controls when the effect obj will be born.  When the obj is born, its keyframe animations will begin as if the obj had been alive for the entire life of the effect.  For example, if the obj has a birth of 1000 and there is a keyframe at time=”1000” then after 1 second of the effect&#039;s creation, the obj will become visible and inherit the actions as specified in the keyframe with time=&amp;quot;1000&amp;quot; and not the keyframe at time=&amp;quot;0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== death ====&lt;br /&gt;
&lt;br /&gt;
Death controls the time when this effect obj will die.  If the death is specified as “none”, then this obj will live forever until the effect is specifically killed.  Immortal objs should be used only when you&#039;re sure that the obj should live forever.  THERE MUST ALWAYS BE A DEATH in a spell effect, because spell effects rely on all objs killing themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== attach ====&lt;br /&gt;
&lt;br /&gt;
This specifies the effect anchor that this obj is attached to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== priority ====&lt;br /&gt;
&lt;br /&gt;
This dictates when the effect obj will be rendered.  The only thing you should know about this is that it should be omitted unless you&#039;re using alpha values (which you should avoid), and in the case of using alphas you should set priority to “alpha”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== z_func ====&lt;br /&gt;
&lt;br /&gt;
Specifies how this effect obj will make use of the z­buffer.  Possible  tags are:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;znone /&amp;gt;&lt;br /&gt;
&amp;lt;zfill /&amp;gt; &lt;br /&gt;
&amp;lt;zuse /&amp;gt;&lt;br /&gt;
&amp;lt;ztest /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Just omit this unless you know what a z­buffer is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== mixmode ====&lt;br /&gt;
&lt;br /&gt;
Specifies how the effect obj is mixed with its background.  Possible values include:&lt;br /&gt;
* &#039;&#039;&#039;copy&#039;&#039;&#039; No blending with the background is done.&lt;br /&gt;
* &#039;&#039;&#039;mult&#039;&#039;&#039; The effect obj is multiplied with its background.  White color values will be invisible, and dark values will darken.&lt;br /&gt;
* &#039;&#039;&#039;mult2&#039;&#039;&#039; The effect obj is multiplied with its background and also by 2.  This is similar to multiply, but it will turn out brighter and more suitable for spell effects.&lt;br /&gt;
* &#039;&#039;&#039;alpha&#039;&#039;&#039; Rely completely on the alpha value of the effect obj to govern transparency.&lt;br /&gt;
* &#039;&#039;&#039;transparent&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;destalphaadd&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;srcalphaadd&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;premultalpha&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== dir ====&lt;br /&gt;
&lt;br /&gt;
This is an option that remains constant across all keyframes in an obj. The dir dictates the orientation of the position defined by the keyframes. &lt;br /&gt;
&lt;br /&gt;
Possible dir_type values:&lt;br /&gt;
* &#039;&#039;&#039;target&#039;&#039;&#039; specifies that the direction should be the direction that the target is facing&lt;br /&gt;
* &#039;&#039;&#039;origin&#039;&#039;&#039; specifies that the direction should be in the direction that the origin is facing (ie, maybe a casting effect that shoots a beam from the player&#039;s chest or something).&lt;br /&gt;
* &#039;&#039;&#039;none&#039;&#039;&#039; no direction for the anchor; with no direction any position&#039;s x, y, and z values will remain untransformed.&lt;br /&gt;
* &#039;&#039;&#039;totarget&#039;&#039;&#039; specifies that the direction should be the direction from the origin to target.&lt;br /&gt;
* &#039;&#039;&#039;camera&#039;&#039;&#039; specifies a direction from the anchor position to the camera position.&lt;br /&gt;
* &#039;&#039;&#039;billboard&#039;&#039;&#039; similar to camera, but specifies a billboard transformation (the orientation will always be in the inverse of the camera&#039;s forward direction).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Obj KeyFrame Actions ===&lt;br /&gt;
&lt;br /&gt;
==== scale ====&lt;br /&gt;
&lt;br /&gt;
This specifies the overall scaling factor of the obj.  A value of 1 will leave the obj in its original size, and 10 will make the obj 10 times its original size.&lt;br /&gt;
&lt;br /&gt;
Available attribute values: value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== volume ====&lt;br /&gt;
&lt;br /&gt;
Volume specifies the volume of an audio obj.&lt;br /&gt;
&lt;br /&gt;
Available attribute values: value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== topscale ====&lt;br /&gt;
&lt;br /&gt;
Specifies the scaling for the top of the obj.  It can be used to expend or shrink the top of the obj to control the coned shape.  This is only used for certain effect objs.&lt;br /&gt;
&lt;br /&gt;
Available attribute values: value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== position ====&lt;br /&gt;
&lt;br /&gt;
Specifies the position offset from the obj&#039;s attached anchor.&lt;br /&gt;
&lt;br /&gt;
Available attribute values: x, y, z&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== rotate ====&lt;br /&gt;
&lt;br /&gt;
Specifies the rotation around the obj&#039;s attached anchor.  This will rotate using the anchor as the origin of rotation.&lt;br /&gt;
&lt;br /&gt;
Available attribute values: x, y, z&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== spin ====&lt;br /&gt;
&lt;br /&gt;
Specifies the rotation around the obj&#039;s own center.  Even if you offset the position of the obj, the spin value will still rotate around the obj&#039;s own center.&lt;br /&gt;
&lt;br /&gt;
Available attribute values: x, y, z&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== colour ====&lt;br /&gt;
&lt;br /&gt;
Specifies the colour of the obj.&lt;br /&gt;
&lt;br /&gt;
Available attribute values: r, g, b, a&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== height ====&lt;br /&gt;
&lt;br /&gt;
Specifies the vertical scale of the obj.&lt;br /&gt;
&lt;br /&gt;
Available attribute values: value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== padding ====&lt;br /&gt;
&lt;br /&gt;
This is used by some obj types to add padding between components of the obj.&lt;br /&gt;
&lt;br /&gt;
Available attribute values: value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== animate ====&lt;br /&gt;
&lt;br /&gt;
I think this is used for particle systems to control whether it&#039;s emitting particles or something.&lt;br /&gt;
&lt;br /&gt;
Available attribute values: value=”yes” or value=”no”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mesh Obj ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The mesh obj is a general effect obj that allows you to add any CS mesh to an effectTo create a mesh obj, place the mesh in its own library file, reference it at the top of your effect file using the&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;library&amp;gt;/path/to/library/file&amp;lt;/library&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
tags, and add the mesh obj as you would any other effect obj with the addition of a fact=”name of your mesh&#039;s factory” attribute.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;obj type=”mesh” name=”fist” fact=”fist”&amp;gt;&lt;br /&gt;
    &amp;lt;attach&amp;gt;pos&amp;lt;/attach&amp;gt;&lt;br /&gt;
    &amp;lt;death&amp;gt;23000&amp;lt;/death&amp;gt;&lt;br /&gt;
    &amp;lt;mixmode&amp;gt;mult2&amp;lt;/mixmode&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;totarget&amp;lt;/dir&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=”0”&amp;gt;&lt;br /&gt;
        &amp;lt;action name=”position” z=”0.7” /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/obj&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Particles Obj ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The particles obj is a way to add any particle system to your effect.&lt;br /&gt;
&lt;br /&gt;
To create a particles obj, place the create a library file containing your particles mesh, reference it at the top of your effect file using the&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;library&amp;gt;/path/to/library/file&amp;lt;/library&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
tags, and add the particles obj as you would any other effect obj with the addition of a fact=”name of your particles&#039;s factory” attribute.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;obj type=&amp;quot;particles&amp;quot; name=&amp;quot;gas&amp;quot; fact=&amp;quot;gas&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;attach&amp;gt;target&amp;lt;/attach&amp;gt;&lt;br /&gt;
    &amp;lt;death&amp;gt;35000&amp;lt;/death&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;animate&amp;quot; value=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;30000&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;animate&amp;quot; value=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/obj&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Quad Obj ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The quad obj adds a flat, textured 3D square to your effect.  The only dependency of a quad obj is the need for a material; otherwise, there are no mesh or particle system dependencies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;obj type=&amp;quot;quad&amp;quot; name=&amp;quot;icyfloor&amp;quot; material=&amp;quot;dot&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;attach&amp;gt;pos&amp;lt;/attach&amp;gt;&lt;br /&gt;
    &amp;lt;death&amp;gt;30000&amp;lt;/death&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;none&amp;lt;/dir&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;alpha&amp;quot; value=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;position&amp;quot; x=&amp;quot;0&amp;quot; y=&amp;quot;0.1&amp;quot; z=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;scale&amp;quot; value=&amp;quot;6&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;height&amp;quot; value=&amp;quot;1.0&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;colour&amp;quot; r=&amp;quot;160&amp;quot; g=&amp;quot;160&amp;quot; b=&amp;quot;230&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;28900&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;colour&amp;quot; r=&amp;quot;160&amp;quot; g=&amp;quot;160&amp;quot; b=&amp;quot;230&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;29900&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;colour&amp;quot; r=&amp;quot;0&amp;quot; g=&amp;quot;0&amp;quot; b=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/obj&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SimpMesh Obj ===&lt;br /&gt;
&lt;br /&gt;
I believe this obj type is deprecated and should not be used. Use the Mesh Obj instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sound Obj ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The Sound Obj adds sound effects to an effect. The sound file needs to be a sound resource defined in the PS Sound Manager.&lt;br /&gt;
&lt;br /&gt;
The Sound Obj has the following extra tags:&lt;br /&gt;
* &#039;&#039;&#039;mindist&#039;&#039;&#039; if the camera is within this radius of the sound&#039;s position, then the sound will be at full volume (as specified by the volume action).&lt;br /&gt;
* &#039;&#039;&#039;maxdist&#039;&#039;&#039; if the camera is outside this radius from the sound&#039;s position, then the sound will be too distant to be heard.&lt;br /&gt;
* &#039;&#039;&#039;loop&#039;&#039;&#039; if true, this sound will loop back to the beginning once it has finished.&lt;br /&gt;
* &#039;&#039;&#039;resource&#039;&#039;&#039; the name of the sound resource to play as specified in the PS Sound Manager.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;obj type=&amp;quot;sound&amp;quot; name=&amp;quot;Water_Barrier_Loop&amp;quot; resource=&amp;quot;water&amp;quot; loop=”true”&amp;gt;&lt;br /&gt;
    &amp;lt;attach&amp;gt;pos&amp;lt;/attach&amp;gt;&lt;br /&gt;
    &amp;lt;birth&amp;gt;50&amp;lt;/birth&amp;gt;&lt;br /&gt;
    &amp;lt;death&amp;gt;120000&amp;lt;/death&amp;gt;&lt;br /&gt;
    &amp;lt;mindist&amp;gt;2&amp;lt;/mindist&amp;gt;&lt;br /&gt;
    &amp;lt;maxdist&amp;gt;30&amp;lt;/maxdist&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action  name=&amp;quot;volume&amp;quot; value=&amp;quot;0.1&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;700&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action  name=&amp;quot;volume&amp;quot; value=&amp;quot;0.8&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;110000&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action  name=&amp;quot;volume&amp;quot; value=&amp;quot;0.6&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;120000&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action  name=&amp;quot;volume&amp;quot; value=&amp;quot;0.1&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/obj&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spire Obj ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The Spire Obj adds a vertical spire to an effect.  The only dependency of a spire obj is the need for a material; otherwise, there are no mesh or particle system dependencies.&lt;br /&gt;
&lt;br /&gt;
The Spire Obj has the following extra tags:&lt;br /&gt;
* &#039;&#039;&#039;shape&#039;&#039;&#039; dictates the shape of the spire as seen from above.  This can be one of circle, asterix, star, and layered.&lt;br /&gt;
* &#039;&#039;&#039;segments&#039;&#039;&#039; specifies the number of sides for the spire.  A higher number of segments will make for a rounder spire, but will be less efficient.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;obj type=&amp;quot;spire&amp;quot; name=&amp;quot;river&amp;quot; material=&amp;quot;wave&amp;quot; shape=”circle” segments=&amp;quot;20&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;attach&amp;gt;pos&amp;lt;/attach&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;none&amp;lt;/dir&amp;gt;&lt;br /&gt;
    &amp;lt;death&amp;gt;120000&amp;lt;/death&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;scale&amp;quot; value=&amp;quot;0.67&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;height&amp;quot; value=&amp;quot;0.75&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;topscale&amp;quot; value=&amp;quot;1.2&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;119900&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;spin&amp;quot; x=&amp;quot;0&amp;quot; y=&amp;quot;64800&amp;quot; z=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;120000&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;spin&amp;quot; x=&amp;quot;0&amp;quot; y=&amp;quot;0&amp;quot; z=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/obj&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Star Obj ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Star Obj is to shoot out beams of light in random directions.  Despite my horrible art in the screenshot, I&#039;m convinced it will look good in an effect with the right art touch.&lt;br /&gt;
&lt;br /&gt;
Like the Quad Obj and Spire Obj, the Star Obj is only dependent on being given a material; no mesh or particles object is required.&lt;br /&gt;
&lt;br /&gt;
The Star Obj has the following extra tags:&lt;br /&gt;
* &#039;&#039;&#039;segments&#039;&#039;&#039; the number of beams to project outwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;obj type=&amp;quot;star&amp;quot; name=&amp;quot;star_typical&amp;quot; material=&amp;quot;star_example&amp;quot; segments=&amp;quot;15&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;attach&amp;gt;pos&amp;lt;/attach&amp;gt;&lt;br /&gt;
    &amp;lt;death&amp;gt;none&amp;lt;/death&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;colour&amp;quot; r=&amp;quot;255&amp;quot; g=&amp;quot;255&amp;quot; b=&amp;quot;0&amp;quot; a=&amp;quot;255&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;position&amp;quot; y=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;height&amp;quot; value=&amp;quot;20&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;topscale&amp;quot; value=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/obj&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Text Obj ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The Text Obj provides a means of displaying text. It works like the Quad Obj, except uses given text as a material.&lt;br /&gt;
&lt;br /&gt;
The Text Obj has the following extra tags:&lt;br /&gt;
* &#039;&#039;&#039;static&#039;&#039;&#039; set this to true if the text of this material will not be modified in code. This is usually true, except for special cases (such as entity labels) where the text must be changed in the game.&lt;br /&gt;
* &#039;&#039;&#039;antialias&#039;&#039;&#039; set this to true or false to control antialiasing for the rendered text.&lt;br /&gt;
&lt;br /&gt;
The Text Obj uses a set of tags to dictate display behaviour. The below example attempts to demonstrate them all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;obj type=&amp;quot;text&amp;quot; name=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;attach&amp;gt;pos&amp;lt;/attach&amp;gt;&lt;br /&gt;
    &amp;lt;death&amp;gt;none&amp;lt;/death&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;billboard&amp;lt;/dir&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;text&amp;gt;&lt;br /&gt;
        This is some normal text[br /]&lt;br /&gt;
        [colour:00ff00]This is some green text.[/colour][br /]&lt;br /&gt;
        [shadow:0000ff]This is some blue shadowed text.[/shadow][br /]&lt;br /&gt;
        [left]This is some left­aligned text[/left]&lt;br /&gt;
        [right]Right aligned[/right]&lt;br /&gt;
        [center]Centered text[/center]&lt;br /&gt;
        [outline:00ff00]This is some green outlined text.[/outline][br /]&lt;br /&gt;
    &amp;lt;/text&amp;gt;&lt;br /&gt;
&amp;lt;/obj&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Trail Obj ===&lt;br /&gt;
&lt;br /&gt;
This effect obj creates a trail following current position of the obj. Right now I&#039;m working on this for sword swooshes, but let me work on this a bit more before you use it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Eedit ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
Eedit is planeshift&#039;s effect editor. At the moment it provides a way for you to dynamically preview your effects and find errors as you edit/create the effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Usage ===&lt;br /&gt;
&lt;br /&gt;
Basic usage in creating/editing an effect:&lt;br /&gt;
# Open EEdit&lt;br /&gt;
# If you&#039;re creating a new effect, create a .eff file somewhere in your effect directory, and then click “Refresh” in EEdit&#039;s effect list to refresh the list of effects.&lt;br /&gt;
# Double click on the desired effect in EEdit&#039;s effect list to load it.&lt;br /&gt;
# Click “Render” in the render dialog to display the effect (right now you have to look down from the starting camera position to actually see your effect).&lt;br /&gt;
# To edit your effect, edit the .eff file, then click the “Load” button beside render button to reload the .eff file, and finally click “Render” to display it.&lt;br /&gt;
&lt;br /&gt;
There is much more to eedit that you can play around with, but for now this simple overview will have to do for documentation.&lt;br /&gt;
&lt;br /&gt;
[[Category:Engine documents]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Effects&amp;diff=20356</id>
		<title>Effects</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Effects&amp;diff=20356"/>
		<updated>2015-01-02T00:09:30Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: /* Sound Obj */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://docs.google.com/viewer?url=http://sourceforge.net/p/planeshift/code/HEAD/tree/trunk/docs/pseffects_manual.pdf?format%3Draw PSeffects Manual.pdf]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
&lt;br /&gt;
A planeshift effect is defined by a single CS library xml file saved as with a .eff file extension. This CS library defines all materials, textures, and meshes that the effect will depend on. The effect portion of the library is defined by a custom addon xml block inside the library file. See the [[Effect Design]] for design.&lt;br /&gt;
&lt;br /&gt;
An effect is mode of one or more Effect Objs. These Effect Objs are everything you can see and hear about the effect. Every Effect Obj is attached to an Effect Anchor, which is a means to provide a base position for your Effect Objs.&lt;br /&gt;
&lt;br /&gt;
=== Effect file examples ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=”1.0” encoding=”utf­8” ?&amp;gt;&lt;br /&gt;
&amp;lt;library&amp;gt;&lt;br /&gt;
    &amp;lt;library&amp;gt;/path/to/a/library/dependency&amp;lt;/library&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;textures&amp;gt;&lt;br /&gt;
        &amp;lt;texture name=”texture1”&amp;gt;&lt;br /&gt;
            &amp;lt;file&amp;gt;/this/art/effects/texture1.dds&amp;lt;/file&amp;gt;&lt;br /&gt;
        &amp;lt;/texture&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;texture name=”texture2”&amp;gt;&lt;br /&gt;
            &amp;lt;file&amp;gt;/this/art/effects/texture2.dds&amp;lt;/file&amp;gt;&lt;br /&gt;
        &amp;lt;/texture&amp;gt;&lt;br /&gt;
    &amp;lt;/textures&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;materials&amp;gt;&lt;br /&gt;
        &amp;lt;material name=”material1”&amp;gt;&lt;br /&gt;
            &amp;lt;texture&amp;gt;texture1&amp;lt;/texture&amp;gt;&lt;br /&gt;
        &amp;lt;/material&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;material name=”material2”&amp;gt;&lt;br /&gt;
            &amp;lt;material&amp;gt;texture2&amp;lt;/material&amp;gt;&lt;br /&gt;
        &amp;lt;/material&amp;gt;&lt;br /&gt;
    &amp;lt;/materials&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;addon plugin=”PSEffects”&amp;gt;&lt;br /&gt;
        &amp;lt;effect name=”effect_name”&amp;gt;&lt;br /&gt;
            &amp;lt;!­­ Place effect anchors here ­­&amp;gt;&lt;br /&gt;
&lt;br /&gt;
            &amp;lt;!­­ Place effect objs here ­­&amp;gt;&lt;br /&gt;
        &amp;lt;/effect&amp;gt;&lt;br /&gt;
    &amp;lt;/addon&amp;gt;&lt;br /&gt;
&amp;lt;/library&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The anchor and objs sections not shown above are the heart of the effect and will be detailed below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Key Framed Animation ===&lt;br /&gt;
&lt;br /&gt;
Each Effect Anchor and Effect Obj uses keyframes to animate itself.  A keyframe consists of a time value and a set of actions.  While animating, the Effect Manager will take the current time, find the keyframes that occur just before and just after that time, and then interpolate the action values between the two keyframes.&lt;br /&gt;
&lt;br /&gt;
Every action in a keyframe is also optional.  That is, you do not explicity need to specify a value for each action you use for every keyframe. To illustrate, lets say you have a set of three keyframes:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;keyFrame time=”0”&amp;gt;&lt;br /&gt;
    &amp;lt;action name=”scale” value=”1.0” /&amp;gt;&lt;br /&gt;
    &amp;lt;action name=”position” x=”0” y=”0” z=”0” /&amp;gt;&lt;br /&gt;
&amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;keyFrame time=”500”&amp;gt;&lt;br /&gt;
    &amp;lt;action name=”scale” value=”2.0” /&amp;gt;&lt;br /&gt;
&amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;keyFrame time=”1000”&amp;gt;&lt;br /&gt;
    &amp;lt;action name=”scale” value=”1.0” /&amp;gt;&lt;br /&gt;
    &amp;lt;action name=”position” x=”1” y=”1” z=”1” /&amp;gt;&lt;br /&gt;
&amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notice how a position action was not specified for the middle keyframe?  Since it was not specified in the middle keyframe, the position will be interpolated between the previous and next keyframes that have specified a position action.  So if the current time were 500ms, then the current position value would be x=”0.5” y=”0.5” z=”0.5”, since it would interpolate correctly across keyframes with the position action missing.&lt;br /&gt;
&lt;br /&gt;
If a keyframe action has multiple values, then each value is optional. For example, a position action can be specified as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;action name=”position” y=”1” /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
omitting the x, and z values. These values will use defaults and be interpolated as needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Effect Anchors ==&lt;br /&gt;
&lt;br /&gt;
The effect anchors are key to positioning effect components; these are animated using keyframes.  The basic format for an effect anchor is as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;anchor type=”anchor_type” name=”enter_id_used_to_refer_to_this_anchor”&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;dir_type&amp;lt;/dir&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;!­­ other non­keyframe options go here ­­&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=”0”&amp;gt;&lt;br /&gt;
        &amp;lt;action name=”action_name” action values go here /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=”1000”&amp;gt; &amp;lt;!­­ A keyframe for a second later ­­&amp;gt;&lt;br /&gt;
        ...&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/anchor&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Global Anchor Options ===&lt;br /&gt;
&lt;br /&gt;
==== dir ====&lt;br /&gt;
&lt;br /&gt;
The dir option is not specified inside a keyframe. This is an option that remains constant across all keyframes in an anchor.&lt;br /&gt;
&lt;br /&gt;
The dir dictates the orientation of the position defined by the keyframes.&lt;br /&gt;
&lt;br /&gt;
Possible dir_type values:&lt;br /&gt;
* &#039;&#039;&#039;target&#039;&#039;&#039; specifies that the direction should be the direction that the target is facing.&lt;br /&gt;
* &#039;&#039;&#039;origin&#039;&#039;&#039; specifies that the direction should be in the direction that the origin is facing (ie, maybe a casting effect that shoots a beam from the player&#039;s chest or something).&lt;br /&gt;
* &#039;&#039;&#039;none&#039;&#039;&#039; no direction for the anchor; with no direction any position&#039;s x, y, and z values will remain untransformed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Anchor KeyFrame Actions ===&lt;br /&gt;
&lt;br /&gt;
==== Position ====&lt;br /&gt;
&lt;br /&gt;
Position is a keyframe action type. It dictates the position of the anchor while following the rules set by the dir option. The position action accepts values for x, y, and z. z specifies a position along the forward direction, x specifies a position along the sideways direction, and y specifies a position along the upwards direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== To Target ====&lt;br /&gt;
&lt;br /&gt;
ToTarget is a keyframe action type.  This dictates the position of the anchor similar to the position action, but the ToTarget action is always oriented towards the effect&#039;s target, and the values given in ToTarget will be multiplied by the distance between the effect&#039;s origin and target.&lt;br /&gt;
&lt;br /&gt;
For example, a ToTarget action defined as&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;action name=”ToTarget” x=”0” y=”0” z=”1” /&amp;gt; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
will place the anchor directly on the effect&#039;s target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Basic Anchor ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The basic anchor type is the simplest anchor available. It takes the global options and keyframe actions and uses them exactly as specified with no modification or transformation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;!­­ An anchor centered on the effect origin ­­&amp;gt;&lt;br /&gt;
&amp;lt;anchor type=”basic” name=”origin”&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;none&amp;lt;/dir&amp;gt;&lt;br /&gt;
&amp;lt;/anchor&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!­­ An anchor centered on the effect target ­­&amp;gt;&lt;br /&gt;
&amp;lt;anchor type=”basic” name=”target”&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;none&amp;lt;/dir&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=”0”&amp;gt;&lt;br /&gt;
        &amp;lt;action name=”totarget” z=”1” /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/anchor&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!­­ An anchor that moves from the effect origin to the effect target over the period of one second­­&amp;gt;&lt;br /&gt;
&amp;lt;anchor type=”basic” name=”origin_to_target”&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;none&amp;lt;/dir&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=”0”&amp;gt;&lt;br /&gt;
        &amp;lt;action name=”totarget” z=”0” /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=”1000”&amp;gt;&lt;br /&gt;
        &amp;lt;action name=”totarget” z=”1” /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/anchor&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Spline Anchor ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The spline anchor type works just like the basic anchor type, except all movement will be smoothly interpolated along a spline.  Because there are extra calculations required, this is less efficient than a basic anchor and should only be used when smooth interpolation is explicitly desired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;!­­ An anchor that moves an a parabolic arc similar to throwing a rock from origin to target­­&amp;gt;&lt;br /&gt;
&amp;lt;anchor type=”spline” name=”parabolic_trajectory”&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;none&amp;lt;/dir&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=”0”&amp;gt;&lt;br /&gt;
        &amp;lt;action name=”totarget” y=”0” z=”0” /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=”500”&amp;gt;&lt;br /&gt;
        &amp;lt;action name=”totarget” y=”0.5” /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=”1000”&amp;gt;&lt;br /&gt;
        &amp;lt;action name=”totarget” z=”1” /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/anchor&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Socket Anchor ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The socket anchor as an anchor that follows an sprcal3d socket. You could use this anchor to anchor a flame to the hand of a spell caster for example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;!­­ An anchor that attaches to the left hand of the sprcal3d this effect is attached to ­­&amp;gt;&lt;br /&gt;
&amp;lt;anchor type=”socket” name=”left_hand” socket=”lefthand”&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;none&amp;lt;/dir&amp;gt;&lt;br /&gt;
&amp;lt;/anchor&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Effect Objs ==&lt;br /&gt;
&lt;br /&gt;
Everything that you can see or hear in an effect is done through an effect obj.  Each effect obj is attached to a single effect anchor that dictates its base position.  The basic format for an effect obj is as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;obj type=”obj_type” name=”obj_name”&amp;gt;&lt;br /&gt;
    &amp;lt;birth&amp;gt;100&amp;lt;/birth&amp;gt;&lt;br /&gt;
    &amp;lt;death&amp;gt;2000&amp;lt;/death&amp;gt;&lt;br /&gt;
    &amp;lt;attach&amp;gt;anchor_attachment&amp;lt;/attach&amp;gt;&lt;br /&gt;
    &amp;lt;priority&amp;gt;render_priority&amp;lt;/priority&amp;gt;&lt;br /&gt;
    &amp;lt;z_func_definition /&amp;gt;&lt;br /&gt;
    &amp;lt;mixmode&amp;gt;mixmode_type&amp;lt;/mixmode&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;dir_type&amp;lt;/dir&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=”0”&amp;gt;&lt;br /&gt;
        &amp;lt;action name=”action_name” action values go here /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=”1000”&amp;gt;&lt;br /&gt;
        ...&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/obj&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Global Obj Options ===&lt;br /&gt;
&lt;br /&gt;
==== birth ====&lt;br /&gt;
&lt;br /&gt;
The birth option controls when the effect obj will be born.  When the obj is born, its keyframe animations will begin as if the obj had been alive for the entire life of the effect.  For example, if the obj has a birth of 1000 and there is a keyframe at time=”1000” then after 1 second of the effect&#039;s creation, the obj will become visible and inherit the actions as specified in the keyframe with time=&amp;quot;1000&amp;quot; and not the keyframe at time=&amp;quot;0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== death ====&lt;br /&gt;
&lt;br /&gt;
Death controls the time when this effect obj will die.  If the death is specified as “none”, then this obj will live forever until the effect is specifically killed.  Immortal objs should be used only when you&#039;re sure that the obj should live forever.  THERE MUST ALWAYS BE A DEATH in a spell effect, because spell effects rely on all objs killing themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== attach ====&lt;br /&gt;
&lt;br /&gt;
This specifies the effect anchor that this obj is attached to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== priority ====&lt;br /&gt;
&lt;br /&gt;
This dictates when the effect obj will be rendered.  The only thing you should know about this is that it should be omitted unless you&#039;re using alpha values (which you should avoid), and in the case of using alphas you should set priority to “alpha”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== z_func ====&lt;br /&gt;
&lt;br /&gt;
Specifies how this effect obj will make use of the z­buffer.  Possible  tags are:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;znone /&amp;gt;&lt;br /&gt;
&amp;lt;zfill /&amp;gt; &lt;br /&gt;
&amp;lt;zuse /&amp;gt;&lt;br /&gt;
&amp;lt;ztest /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Just omit this unless you know what a z­buffer is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== mixmode ====&lt;br /&gt;
&lt;br /&gt;
Specifies how the effect obj is mixed with its background.  Possible values include:&lt;br /&gt;
* &#039;&#039;&#039;copy&#039;&#039;&#039; No blending with the background is done.&lt;br /&gt;
* &#039;&#039;&#039;mult&#039;&#039;&#039; The effect obj is multiplied with its background.  White color values will be invisible, and dark values will darken.&lt;br /&gt;
* &#039;&#039;&#039;mult2&#039;&#039;&#039; The effect obj is multiplied with its background and also by 2.  This is similar to multiply, but it will turn out brighter and more suitable for spell effects.&lt;br /&gt;
* &#039;&#039;&#039;alpha&#039;&#039;&#039; Rely completely on the alpha value of the effect obj to govern transparency.&lt;br /&gt;
* &#039;&#039;&#039;transparent&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;destalphaadd&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;srcalphaadd&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;premultalpha&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== dir ====&lt;br /&gt;
&lt;br /&gt;
This is an option that remains constant across all keyframes in an obj. The dir dictates the orientation of the position defined by the keyframes. &lt;br /&gt;
&lt;br /&gt;
Possible dir_type values:&lt;br /&gt;
* &#039;&#039;&#039;target&#039;&#039;&#039; specifies that the direction should be the direction that the target is facing&lt;br /&gt;
* &#039;&#039;&#039;origin&#039;&#039;&#039; specifies that the direction should be in the direction that the origin is facing (ie, maybe a casting effect that shoots a beam from the player&#039;s chest or something).&lt;br /&gt;
* &#039;&#039;&#039;none&#039;&#039;&#039; no direction for the anchor; with no direction any position&#039;s x, y, and z values will remain untransformed.&lt;br /&gt;
* &#039;&#039;&#039;totarget&#039;&#039;&#039; specifies that the direction should be the direction from the origin to target.&lt;br /&gt;
* &#039;&#039;&#039;camera&#039;&#039;&#039; specifies a direction from the anchor position to the camera position.&lt;br /&gt;
* &#039;&#039;&#039;billboard&#039;&#039;&#039; similar to camera, but specifies a billboard transformation (the orientation will always be in the inverse of the camera&#039;s forward direction).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Obj KeyFrame Actions ===&lt;br /&gt;
&lt;br /&gt;
==== scale ====&lt;br /&gt;
&lt;br /&gt;
This specifies the overall scaling factor of the obj.  A value of 1 will leave the obj in its original size, and 10 will make the obj 10 times its original size.&lt;br /&gt;
&lt;br /&gt;
Available attribute values: value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== volume ====&lt;br /&gt;
&lt;br /&gt;
Volume specifies the volume of an audio obj.&lt;br /&gt;
&lt;br /&gt;
Available attribute values: value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== topscale ====&lt;br /&gt;
&lt;br /&gt;
Specifies the scaling for the top of the obj.  It can be used to expend or shrink the top of the obj to control the coned shape.  This is only used for certain effect objs.&lt;br /&gt;
&lt;br /&gt;
Available attribute values: value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== position ====&lt;br /&gt;
&lt;br /&gt;
Specifies the position offset from the obj&#039;s attached anchor.&lt;br /&gt;
&lt;br /&gt;
Available attribute values: x, y, z&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== rotate ====&lt;br /&gt;
&lt;br /&gt;
Specifies the rotation around the obj&#039;s attached anchor.  This will rotate using the anchor as the origin of rotation.&lt;br /&gt;
&lt;br /&gt;
Available attribute values: x, y, z&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== spin ====&lt;br /&gt;
&lt;br /&gt;
Specifies the rotation around the obj&#039;s own center.  Even if you offset the position of the obj, the spin value will still rotate around the obj&#039;s own center.&lt;br /&gt;
&lt;br /&gt;
Available attribute values: x, y, z&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== colour ====&lt;br /&gt;
&lt;br /&gt;
Specifies the colour of the obj.&lt;br /&gt;
&lt;br /&gt;
Available attribute values: r, g, b, a&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== height ====&lt;br /&gt;
&lt;br /&gt;
Specifies the vertical scale of the obj.&lt;br /&gt;
&lt;br /&gt;
Available attribute values: value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== padding ====&lt;br /&gt;
&lt;br /&gt;
This is used by some obj types to add padding between components of the obj.&lt;br /&gt;
&lt;br /&gt;
Available attribute values: value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== animate ====&lt;br /&gt;
&lt;br /&gt;
I think this is used for particle systems to control whether it&#039;s emitting particles or something.&lt;br /&gt;
&lt;br /&gt;
Available attribute values: value=”yes” or value=”no”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mesh Obj ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The mesh obj is a general effect obj that allows you to add any CS mesh to an effectTo create a mesh obj, place the mesh in its own library file, reference it at the top of your effect file using the&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;library&amp;gt;/path/to/library/file&amp;lt;/library&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
tags, and add the mesh obj as you would any other effect obj with the addition of a fact=”name of your mesh&#039;s factory” attribute.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;obj type=”mesh” name=”fist” fact=”fist”&amp;gt;&lt;br /&gt;
    &amp;lt;attach&amp;gt;pos&amp;lt;/attach&amp;gt;&lt;br /&gt;
    &amp;lt;death&amp;gt;23000&amp;lt;/death&amp;gt;&lt;br /&gt;
    &amp;lt;mixmode&amp;gt;mult2&amp;lt;/mixmode&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;totarget&amp;lt;/dir&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=”0”&amp;gt;&lt;br /&gt;
        &amp;lt;action name=”position” z=”0.7” /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/obj&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Particles Obj ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The particles obj is a way to add any particle system to your effect.&lt;br /&gt;
&lt;br /&gt;
To create a particles obj, place the create a library file containing your particles mesh, reference it at the top of your effect file using the&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;library&amp;gt;/path/to/library/file&amp;lt;/library&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
tags, and add the particles obj as you would any other effect obj with the addition of a fact=”name of your particles&#039;s factory” attribute.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;obj type=&amp;quot;particles&amp;quot; name=&amp;quot;gas&amp;quot; fact=&amp;quot;gas&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;attach&amp;gt;target&amp;lt;/attach&amp;gt;&lt;br /&gt;
    &amp;lt;death&amp;gt;35000&amp;lt;/death&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;animate&amp;quot; value=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;30000&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;animate&amp;quot; value=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/obj&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Quad Obj ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The quad obj adds a flat, textured 3D square to your effect.  The only dependency of a quad obj is the need for a material; otherwise, there are no mesh or particle system dependencies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;obj type=&amp;quot;quad&amp;quot; name=&amp;quot;icyfloor&amp;quot; material=&amp;quot;dot&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;attach&amp;gt;pos&amp;lt;/attach&amp;gt;&lt;br /&gt;
    &amp;lt;death&amp;gt;30000&amp;lt;/death&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;none&amp;lt;/dir&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;alpha&amp;quot; value=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;position&amp;quot; x=&amp;quot;0&amp;quot; y=&amp;quot;0.1&amp;quot; z=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;scale&amp;quot; value=&amp;quot;6&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;height&amp;quot; value=&amp;quot;1.0&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;colour&amp;quot; r=&amp;quot;160&amp;quot; g=&amp;quot;160&amp;quot; b=&amp;quot;230&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;28900&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;colour&amp;quot; r=&amp;quot;160&amp;quot; g=&amp;quot;160&amp;quot; b=&amp;quot;230&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;29900&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;colour&amp;quot; r=&amp;quot;0&amp;quot; g=&amp;quot;0&amp;quot; b=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/obj&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SimpMesh Obj ===&lt;br /&gt;
&lt;br /&gt;
I believe this obj type is deprecated and should not be used. Use the Mesh Obj instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sound Obj ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The Sound Obj adds sound effects to an effect. The sound file needs to be a sound resource defined in the PS Sound Manager.&lt;br /&gt;
&lt;br /&gt;
The Sound Obj has the following extra tags:&lt;br /&gt;
* &#039;&#039;&#039;mindist&#039;&#039;&#039; if the camera is within this radius of the sound&#039;s position, then the sound will be at full volume (as specified by the volume action).&lt;br /&gt;
* &#039;&#039;&#039;maxdist&#039;&#039;&#039; if the camera is outside this radius from the sound&#039;s position, then the sound will be too distant to be heard.&lt;br /&gt;
* &#039;&#039;&#039;loop&#039;&#039;&#039; if true, this sound will loop back to the beginning once it has finished.&lt;br /&gt;
* &#039;&#039;&#039;resource&#039;&#039;&#039; the name of the sound resource to play as specified in the PS Sound Manager.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Example =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;obj type=&amp;quot;sound&amp;quot; name=&amp;quot;Water_Barrier_Loop&amp;quot; resource=&amp;quot;water&amp;quot; loop=”true”&amp;gt;&lt;br /&gt;
    &amp;lt;attach&amp;gt;pos&amp;lt;/attach&amp;gt;&lt;br /&gt;
    &amp;lt;birth&amp;gt;50&amp;lt;/birth&amp;gt;&lt;br /&gt;
    &amp;lt;death&amp;gt;120000&amp;lt;/death&amp;gt;&lt;br /&gt;
    &amp;lt;mindist&amp;gt;2&amp;lt;/mindist&amp;gt;&lt;br /&gt;
    &amp;lt;maxdist&amp;gt;30&amp;lt;/maxdist&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action  name=&amp;quot;volume&amp;quot; value=&amp;quot;0.1&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;700&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action  name=&amp;quot;volume&amp;quot; value=&amp;quot;0.8&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;110000&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action  name=&amp;quot;volume&amp;quot; value=&amp;quot;0.6&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;120000&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action  name=&amp;quot;volume&amp;quot; value=&amp;quot;0.1&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/obj&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spire Obj ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The Spire Obj adds a vertical spire to an effect.  The only dependency of a spire obj is the need for a material; otherwise, there are no mesh or particle system dependencies.&lt;br /&gt;
&lt;br /&gt;
The Spire Obj has the following extra tags:&lt;br /&gt;
* &#039;&#039;&#039;shape&#039;&#039;&#039; dictates the shape of the spire as seen from above.  This can be one of circle, asterix, star, and layered.&lt;br /&gt;
* &#039;&#039;&#039;segments&#039;&#039;&#039; specifies the number of sides for the spire.  A higher number of segments will make for a rounder spire, but will be less efficient.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;obj type=&amp;quot;spire&amp;quot; name=&amp;quot;river&amp;quot; material=&amp;quot;wave&amp;quot; shape=”circle” segments=&amp;quot;20&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;attach&amp;gt;pos&amp;lt;/attach&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;none&amp;lt;/dir&amp;gt;&lt;br /&gt;
    &amp;lt;death&amp;gt;120000&amp;lt;/death&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;scale&amp;quot; value=&amp;quot;0.67&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;height&amp;quot; value=&amp;quot;0.75&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;topscale&amp;quot; value=&amp;quot;1.2&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;119900&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;spin&amp;quot; x=&amp;quot;0&amp;quot; y=&amp;quot;64800&amp;quot; z=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;120000&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;spin&amp;quot; x=&amp;quot;0&amp;quot; y=&amp;quot;0&amp;quot; z=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/obj&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Star Obj ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Star Obj is to shoot out beams of light in random directions.  Despite my horrible art in the screenshot, I&#039;m convinced it will look good in an effect with the right art touch.&lt;br /&gt;
&lt;br /&gt;
Like the Quad Obj and Spire Obj, the Star Obj is only dependent on being given a material; no mesh or particles object is required.&lt;br /&gt;
&lt;br /&gt;
The Star Obj has the following extra tags:&lt;br /&gt;
* &#039;&#039;&#039;segments&#039;&#039;&#039; the number of beams to project outwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;obj type=&amp;quot;star&amp;quot; name=&amp;quot;star_typical&amp;quot; material=&amp;quot;star_example&amp;quot; segments=&amp;quot;15&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;attach&amp;gt;pos&amp;lt;/attach&amp;gt;&lt;br /&gt;
    &amp;lt;death&amp;gt;none&amp;lt;/death&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;keyFrame time=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;colour&amp;quot; r=&amp;quot;255&amp;quot; g=&amp;quot;255&amp;quot; b=&amp;quot;0&amp;quot; a=&amp;quot;255&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;position&amp;quot; y=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;height&amp;quot; value=&amp;quot;20&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;action name=&amp;quot;topscale&amp;quot; value=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/keyFrame&amp;gt;&lt;br /&gt;
&amp;lt;/obj&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Text Obj ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The Text Obj provides a means of displaying text. It works like the Quad Obj, except uses given text as a material.&lt;br /&gt;
&lt;br /&gt;
The Text Obj has the following extra tags:&lt;br /&gt;
* &#039;&#039;&#039;static&#039;&#039;&#039; set this to true if the text of this material will not be modified in code. This is usually true, except for special cases (such as entity labels) where the text must be changed in the game.&lt;br /&gt;
* &#039;&#039;&#039;antialias&#039;&#039;&#039; set this to true or false to control antialiasing for the rendered text.&lt;br /&gt;
&lt;br /&gt;
The Text Obj uses a set of tags to dictate display behaviour. The below example attempts to demonstrate them all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;obj type=&amp;quot;text&amp;quot; name=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;attach&amp;gt;pos&amp;lt;/attach&amp;gt;&lt;br /&gt;
    &amp;lt;death&amp;gt;none&amp;lt;/death&amp;gt;&lt;br /&gt;
    &amp;lt;dir&amp;gt;billboard&amp;lt;/dir&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;text&amp;gt;&lt;br /&gt;
        This is some normal text[br /]&lt;br /&gt;
        [colour:00ff00]This is some green text.[/colour][br /]&lt;br /&gt;
        [shadow:0000ff]This is some blue shadowed text.[/shadow][br /]&lt;br /&gt;
        [left]This is some left­aligned text[/left]&lt;br /&gt;
        [right]Right aligned[/right]&lt;br /&gt;
        [center]Centered text[/center]&lt;br /&gt;
        [outline:00ff00]This is some green outlined text.[/outline][br /]&lt;br /&gt;
    &amp;lt;/text&amp;gt;&lt;br /&gt;
&amp;lt;/obj&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Trail Obj ===&lt;br /&gt;
&lt;br /&gt;
This effect obj creates a trail following current position of the obj. Right now I&#039;m working on this for sword swooshes, but let me work on this a bit more before you use it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Eedit ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
Eedit is planeshift&#039;s effect editor. At the moment it provides a way for you to dynamically preview your effects and find errors as you edit/create the effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Usage ===&lt;br /&gt;
&lt;br /&gt;
Basic usage in creating/editing an effect:&lt;br /&gt;
# Open EEdit&lt;br /&gt;
# If you&#039;re creating a new effect, create a .eff file somewhere in your effect directory, and then click “Refresh” in EEdit&#039;s effect list to refresh the list of effects.&lt;br /&gt;
# Double click on the desired effect in EEdit&#039;s effect list to load it.&lt;br /&gt;
# Click “Render” in the render dialog to display the effect (right now you have to look down from the starting camera position to actually see your effect).&lt;br /&gt;
# To edit your effect, edit the .eff file, then click the “Load” button beside render button to reload the .eff file, and finally click “Render” to display it.&lt;br /&gt;
&lt;br /&gt;
There is much more to eedit that you can play around with, but for now this simple overview will have to do for documentation.&lt;br /&gt;
&lt;br /&gt;
[[Category:Engine documents]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Behavior_Operations&amp;diff=20354</id>
		<title>Behavior Operations</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Behavior_Operations&amp;diff=20354"/>
		<updated>2014-12-04T22:18:52Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: /* Change Brain Operation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A “Behavior” in NPCClient is a script defined in [[NPC_Behavior_Data_Structures#npcbehave.xml|npcbehave.xml]] to run to make the npc behave a certain way. It is almost like&lt;br /&gt;
a state, for AI designers used to state machine npcs. Example behaviors might include “guard&lt;br /&gt;
patrol”, “wander in forest”, “fight attackers”, “smith an item”. Before we talk about how&lt;br /&gt;
everything fits together we will go over what is possible in npcclient with these detailed behavior&lt;br /&gt;
scripts. The following is a list and reference description of each behavior script operation or&lt;br /&gt;
command you can use. They are put together in sequences called beaviors as will be described later in [[Behaviors_and_Reactions]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Assess Operation ==&lt;br /&gt;
(Net load: 1, CPU Load 1)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|physical&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The prefix for the physical perception.&lt;br /&gt;
|-&lt;br /&gt;
|magical&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The prefix for the magical perception.&lt;br /&gt;
|-&lt;br /&gt;
|overall&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The perfix for the overall perception.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each of the physical, magical, or overall will be assessed as; &amp;quot;extremely weaker&amp;quot;, &amp;quot;much weaker&amp;quot;, &amp;quot;weaker&amp;quot;, &amp;quot;equal&amp;quot;, &amp;quot;stronger&amp;quot;, &amp;quot;much stronger&amp;quot; or &amp;quot;extremely stronger&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;assess overall=&amp;quot;$target overall&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Typical reaction to catch the response to this would be as shown in the example below. $target is used here to make sure the correct assessment is matched to the same target. A npc will&lt;br /&gt;
not react if the target has changed before the response is received.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;react event=&amp;quot;assess equal&amp;quot; type=&amp;quot;$target overall&amp;quot; .../&amp;gt;&lt;br /&gt;
      &amp;lt;react event=&amp;quot;assess weaker&amp;quot; type=&amp;quot;$target overall&amp;quot; .../&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Auto Memorize Operation ==&lt;br /&gt;
(Net load: 1, CPU Load 1)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|types&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|Comma separated list of types. &amp;quot;all&amp;quot;, can be used to memorize everything to all.&lt;br /&gt;
|-&lt;br /&gt;
|enable&lt;br /&gt;
|bool&lt;br /&gt;
|true&lt;br /&gt;
|Enables or disables the types.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Auto memorize is a way to turn on and off memorizing of perception. This will be memorize without actually needing to react to thees. Related to the [[Behavior_Operations#Share_Memories_Operation|Share Memories Operation]].&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;auto_memorize types=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;auto_memorize types=&amp;quot;Hunting Ground,Marked&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;auto_memorize types=&amp;quot;Marked&amp;quot; enable=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
You can use a reaction without a behavior lists to enable the NPC to receive perceptions to be memorized if enabled.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;react type=&amp;quot;location sensed&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Build Operation ==&lt;br /&gt;
(Net load: 1, CPU Load 1)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|pickupable&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|If false the building deployed will not be pickupable by the players&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Build a building as specified bye the NPC&#039;s current held building spot as set by the [[Tribe Scripting]] [[Tribe_Scripting#LocateBuildingSpot|locateBuildingSpot]] function. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;build /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Busy Operation ==&lt;br /&gt;
(Net load: 1, CPU Load 1)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mark a NPC as busy. This will cancle the [[Behavior_Operations#Idle_Operation|Idle Operation]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;busy /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cast Operation ==&lt;br /&gt;
(Net load: 1, CPU Load 1)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|spell&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The name of the spell to cast.&lt;br /&gt;
|-&lt;br /&gt;
|k&lt;br /&gt;
|float&lt;br /&gt;
|1.0&lt;br /&gt;
|The kFactor to use when casting the spell.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Cast a spell on the current selected target.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;cast spell=&amp;quot;Flame Strike&amp;quot; k=&amp;quot;3.0&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Change Brain Operation ==&lt;br /&gt;
(Net load: 1, CPU Load 1)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|brain&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The name of the brain to load.&lt;br /&gt;
|-&lt;br /&gt;
|brain&lt;br /&gt;
|reload&lt;br /&gt;
|&lt;br /&gt;
|Reload the standard NPC brain stored in the sc_npc_definition table.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Change the brain of the current selected target.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;change_brain brain=&amp;quot;Charmed&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Chase Operation ==&lt;br /&gt;
(Net load: 3, CPU Load 3)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The animation to use for the chase.&lt;br /&gt;
|-&lt;br /&gt;
|adaptiv_vel_script&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|A [[NPCClient math script]] used to adjust the adaptivVelocityScale. Additional variables defined for this script is &amp;quot;Distance&amp;quot; to the target of the chase and &amp;quot;AdaptivVelScale&amp;quot; that is the value used to adjust velocity. 1.1 will increase the velocity by 10%.&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|nearest_actor, nearest_npc, nearest_player, owner, target&lt;br /&gt;
|&lt;br /&gt;
|nearest_* is the nearest entity of that type. target is current target.&lt;br /&gt;
|-&lt;br /&gt;
|range&lt;br /&gt;
|float&lt;br /&gt;
|2.0&lt;br /&gt;
|The range to search for target of the chase.&lt;br /&gt;
|-&lt;br /&gt;
|chase_range&lt;br /&gt;
|float&lt;br /&gt;
| -1&lt;br /&gt;
|The range at where the chase should give up and issue a &amp;quot;&amp;lt;target&amp;gt; out of chase&amp;quot; perception. -1 is default to disable the max range check.&lt;br /&gt;
|-&lt;br /&gt;
|offset&lt;br /&gt;
|float&lt;br /&gt;
|0.5&lt;br /&gt;
|The distance to stop before the target of the chase. [[NPC Variables]] will be replaced. Expressions will be resolved. See [[Behavior_Offset|Offset]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|offset_angle&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|Size of the arc used to distribute the chase when approaching the target. The angle is in degrees.&lt;br /&gt;
|-&lt;br /&gt;
|offset_relative_heading&lt;br /&gt;
|bool&lt;br /&gt;
|false&lt;br /&gt;
|Make the offset relative to the target heading. [[NPC Variables]] will be replaced. See [[Behavior_Offset|Offset]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|vel&lt;br /&gt;
|float,$WALK,$RUN&lt;br /&gt;
|Default is to use the velocity from the behavior.&lt;br /&gt;
|The velocity to use when chasing.&lt;br /&gt;
|-&lt;br /&gt;
|ang_vel&lt;br /&gt;
|float&lt;br /&gt;
|&lt;br /&gt;
|0 is to use the default from the behavior.&lt;br /&gt;
|-&lt;br /&gt;
|collision&lt;br /&gt;
|string&lt;br /&gt;
|collision&lt;br /&gt;
|The name of the perception to be used when a collision perception is to be fired.&lt;br /&gt;
|-&lt;br /&gt;
|out_of_bounds&lt;br /&gt;
|string&lt;br /&gt;
|out of bounds&lt;br /&gt;
|The name of the perception to be used when a out of bounds perception is to be fired.&lt;br /&gt;
|-&lt;br /&gt;
|in_bounds&lt;br /&gt;
|string&lt;br /&gt;
|in bounds&lt;br /&gt;
|The name of the perception to be used when a in bound perception is to be fired.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Chasing a player is one example where both turning and moving at the same time are required to&lt;br /&gt;
give a realistic effect to the behavior. We have &amp;lt;move&amp;gt; and &amp;lt;rotate&amp;gt; but this one does them&lt;br /&gt;
together and intelligently to follow a targeted player or entity. Normally, this will be used to get&lt;br /&gt;
npc’s to chase after players if players run away during a fight.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;chase type=&amp;quot;target&amp;quot; anim=&amp;quot;walk&amp;quot; range=”2” /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this example, the npc will play the animation called “walk” while moving and turning as&lt;br /&gt;
appropriate to reduce his range to his most hated enemy. Of course, he is limited by his speed and&lt;br /&gt;
if the player can run faster than he can chase, he will never catch the player. An &amp;quot;&amp;lt;target&amp;gt; out of chase&amp;quot; perception&lt;br /&gt;
will be fired in this case.&lt;br /&gt;
&lt;br /&gt;
The “type” attribute of the operation can be either “enemy” as shown here, “owner” to follow the&lt;br /&gt;
NPC’s owner around, or “nearest” to chase after the nearest player at the time the operation was&lt;br /&gt;
initiated. This operation will continue until interrupted by another behavior or until the distance to&lt;br /&gt;
the target from the npc is less than the range specified. (2 is the default if no range is specified.)&lt;br /&gt;
This operation sends DR messages whenever it turns or changes course, plus the DR messages to&lt;br /&gt;
start the forward motion and animation, and to stop them. The CPU load is somewhat heavy&lt;br /&gt;
because CD must be performed as the npc is chasing, since his path is not predetermined.&lt;br /&gt;
&lt;br /&gt;
== Circle Operation ==&lt;br /&gt;
(Net load: 3, CPU Load: 2)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The animation to use for the operation.&lt;br /&gt;
|-&lt;br /&gt;
|radius&lt;br /&gt;
|float&lt;br /&gt;
|Mandatory, no default value&lt;br /&gt;
|Radius to move NPC around with.&lt;br /&gt;
|-&lt;br /&gt;
|angle&lt;br /&gt;
|float&lt;br /&gt;
|2PI&lt;br /&gt;
|The angle to move. Calculated if 0 and duration not 0.&lt;br /&gt;
|-&lt;br /&gt;
|duration&lt;br /&gt;
|float&lt;br /&gt;
|0&lt;br /&gt;
|The duration to move in circle. Calculated if 0. &lt;br /&gt;
|-&lt;br /&gt;
|ang_vel&lt;br /&gt;
|float&lt;br /&gt;
|&lt;br /&gt;
|The angular velocity to use when moving in the circle. Calculated if 0.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Moving the NPC around in a circle. The following example will move the npc around using the velocity defined in the behavior in one complete circle in 10 sec.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;circle anim=&amp;quot;walk&amp;quot; radius=”2” duration=&amp;quot;10&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Control Operation ==&lt;br /&gt;
(Net load: 3, CPU Load: 2)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Take control of an player an move with the player.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;control /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Copy_Locate Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 1)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|source&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory, no default value&lt;br /&gt;
|The source locate to copy from.&lt;br /&gt;
|-&lt;br /&gt;
|destination&lt;br /&gt;
|float&lt;br /&gt;
|Mandatory, no default value&lt;br /&gt;
|The destination locate to copy to.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Copy one locate from source to destination. Built in function like Wander and Navigate use the Active locate.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;locate obj=&amp;quot;some thing&amp;quot; destination=&amp;quot;SpecialPlace&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;copy_locate source=&amp;quot;SpecialPlace&amp;quot; destination=&amp;quot;Active&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Debug Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|level&lt;br /&gt;
|int&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The level of debug to turn on for current NPC.&lt;br /&gt;
|-&lt;br /&gt;
|exclusive&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|Will set on exclusive logging for this NPC.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Turn on and of debug printouts on the server console. Used for debuging of script operations. Level 1-4 Only the biggest events, 5-9 Medium number of events, 10-15 and more is maximum output.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;debug level=”2” /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dequip Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|slot&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The slot to dequip an move back into inventory.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dequip an item held by the NPC in the given slot.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;dequip slot=&amp;quot;righthand&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drop Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|slot&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The slot from which the item is to be dropped.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This operation allows an NPC to drop an item he has in inventory on the ground.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;drop slot=&amp;quot;lefthand&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Eat Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|resource&lt;br /&gt;
|string,tribe:wealth&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The resource to reward the tribe when eating.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Simple simulation that the tribe would gain things like flesh from eating at a dead entity withing a range of 1.0. The tribe wealth resource would be read from the wealt_resource_name field in the [[NPC_Behavior_Data_Structures#tribes#tribes|tribes]] table.&lt;br /&gt;
 &lt;br /&gt;
  Ex: &amp;lt;eat resource=&amp;quot;tribe:wealth&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;eat resource=&amp;quot;Flesh&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Emote Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|cmd&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The emote cmd to be used as defined in the emote.xml file. Including leading /.&lt;br /&gt;
|}&lt;br /&gt;
This operation allows an NPC to do an emotion.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;emote cmd=&amp;quot;/greet&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Equip Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|item&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The name of the item to equip&lt;br /&gt;
|-&lt;br /&gt;
|slot&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The sloot to dquip the item in&lt;br /&gt;
|-&lt;br /&gt;
|count&lt;br /&gt;
|int&lt;br /&gt;
|1&lt;br /&gt;
|The number of items to equip. Will be forced to at least 1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Equip one item from inventory into the given slot.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;equip item=&amp;quot;Sword&amp;quot; slot=&amp;quot;righthand&amp;quot; count=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hate List Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|delta&lt;br /&gt;
|float&lt;br /&gt;
|&lt;br /&gt;
|Add delta to hate list.&lt;br /&gt;
|-&lt;br /&gt;
|absolute&lt;br /&gt;
|float&lt;br /&gt;
|&lt;br /&gt;
|Set the hate value.&lt;br /&gt;
|-&lt;br /&gt;
|max&lt;br /&gt;
|float&lt;br /&gt;
|&lt;br /&gt;
|Hate should have a max value&lt;br /&gt;
|-&lt;br /&gt;
|min&lt;br /&gt;
|float&lt;br /&gt;
|&lt;br /&gt;
|Hate should have a min value&lt;br /&gt;
|-&lt;br /&gt;
|perception&lt;br /&gt;
|bool&lt;br /&gt;
|false&lt;br /&gt;
|Use perception instead of target to find target. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adjust the hate list for an npc. The current target or perception target is the target entry for the adjustment.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;hate_list delta=&amp;quot;0.5&amp;quot; max=&amp;quot;10.0&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;locate obj=&amp;quot;perception&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;hate_list absolute=&amp;quot;5.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
      Is equvivalent with:&lt;br /&gt;
  &lt;br /&gt;
      &amp;lt;hate_list perception=&amp;quot;yes&amp;quot; absolute=&amp;quot;5.0&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Idle Operation ==&lt;br /&gt;
(Net load: 1, CPU Load 1)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mark a NPC as idle. This operation cancle the [[Behavior_Operations#Busy_Operation|Busy operation]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;idle /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Invisible Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|}&lt;br /&gt;
No parameters.&lt;br /&gt;
&lt;br /&gt;
This operation makes the NPC invisible through the toggle visibility command. See [[Behavior_Operations#Visible_Operation|Visible Operation]].&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;invisible /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Locate Operation ==&lt;br /&gt;
(Net load: 0, CPU Load 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|obj&lt;br /&gt;
|See table below.&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The object to locate. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|failure&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|A perception to fire if fails to locate the given obj.&lt;br /&gt;
|-&lt;br /&gt;
|static&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|For location the search could be made static. Se description for more details.&lt;br /&gt;
|-&lt;br /&gt;
|range&lt;br /&gt;
|float&lt;br /&gt;
| -1&lt;br /&gt;
|The maximum range to locate within. -1 represents infinite.&lt;br /&gt;
|-&lt;br /&gt;
|random&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|If true a random return within the radius will be made. Otherwise the nearest entry will be returned.&lt;br /&gt;
|-&lt;br /&gt;
|outside_region&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Set this to true if the locate operation should consider entities outside region as well if a region is defined. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|invisible&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Set this to true if the locate operation should consider invisible objects&lt;br /&gt;
|-&lt;br /&gt;
|invincible&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Set this to true if the locate operation should consider invincible objects.&lt;br /&gt;
|-&lt;br /&gt;
|destination&lt;br /&gt;
|string&lt;br /&gt;
|Active&lt;br /&gt;
|Set the destination [[NPC locate location]]. [[NPC Variables]] will be replaced.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Obj can be one of the following:&lt;br /&gt;
{|&lt;br /&gt;
!obj&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;string&amp;gt;&lt;br /&gt;
|Locate a location. This is the default if none of the following obj types is matched.&lt;br /&gt;
|-&lt;br /&gt;
|actor&lt;br /&gt;
|Located nearest actor&lt;br /&gt;
|-&lt;br /&gt;
|building_spot&lt;br /&gt;
|Locate a building spot from the npc&#039;s building spot.&lt;br /&gt;
|-&lt;br /&gt;
|dead&lt;br /&gt;
|Nearest dead actor&lt;br /&gt;
|-&lt;br /&gt;
|entity:name:&amp;lt;name&amp;gt;&lt;br /&gt;
|Entity with given name&lt;br /&gt;
|-&lt;br /&gt;
|entity:pid:&amp;lt;pid&amp;gt;&lt;br /&gt;
|Entity with given pid&lt;br /&gt;
|-&lt;br /&gt;
|friend&lt;br /&gt;
|Nearest visible friend (NPC)&lt;br /&gt;
|-&lt;br /&gt;
|local_region&lt;br /&gt;
|Locate region in current sector.&lt;br /&gt;
|-&lt;br /&gt;
|ownbuffer&lt;br /&gt;
|Locate the own buffer.&lt;br /&gt;
|-&lt;br /&gt;
|owner&lt;br /&gt;
|Locate the owner, if this NPC is owned (Pets and stuff)&lt;br /&gt;
|-&lt;br /&gt;
|perception&lt;br /&gt;
|The location of the last received perception.&lt;br /&gt;
|-&lt;br /&gt;
|player&lt;br /&gt;
|Nearest player&lt;br /&gt;
|-&lt;br /&gt;
|point&lt;br /&gt;
|Random point&lt;br /&gt;
|-&lt;br /&gt;
|region&lt;br /&gt;
|Locate a random point within the region of the NPC.&lt;br /&gt;
|-&lt;br /&gt;
|self&lt;br /&gt;
|Locate your self&lt;br /&gt;
|-&lt;br /&gt;
|spawn&lt;br /&gt;
|Spawn location of the npc.&lt;br /&gt;
|-&lt;br /&gt;
|target&lt;br /&gt;
|Locate a target. The target will be the most hated from the NPC [[hate list]].&lt;br /&gt;
|-&lt;br /&gt;
|tribe:home&lt;br /&gt;
|Locate the npcs [[Tribes|tribe]] home place.&lt;br /&gt;
|-&lt;br /&gt;
|tribe:memory:string&lt;br /&gt;
|Locate something from the [[Tribes]] memory. See the [[Behavior_Operations#ShareMemories_Operation|ShareMemories]] and [[Behavior_Operations#Memorize_Operation|Memorize]] operation.&lt;br /&gt;
|-&lt;br /&gt;
|tribe:resource&lt;br /&gt;
|Locate a resource location from the memory of the [[Tribes|tribe]].&lt;br /&gt;
|-&lt;br /&gt;
|tribe:target&lt;br /&gt;
|Locate the most hated target for this tribe. The target will be the most hated from all the NPCs [[hate list]] in the tribe.&lt;br /&gt;
|-&lt;br /&gt;
|waypoint&lt;br /&gt;
|Will locate a waypoint.&lt;br /&gt;
|-&lt;br /&gt;
|waypoint:group:string&lt;br /&gt;
|Locate a waypoint from a given group&lt;br /&gt;
|-&lt;br /&gt;
|waypoint:name:string&lt;br /&gt;
|Locate a waypoint by name.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This operation is one of the more flexible and crucial operations in npc scripting. It allows the&lt;br /&gt;
scripter to have his npc “find” a certain thing or type of thing, and remember that location for other&lt;br /&gt;
scripting commands later such as turning, moving or attacking. The operation will store the position&lt;br /&gt;
found in the NPCs as active postion and calcualte the neares waypoint and store that in the active_waypoint.&lt;br /&gt;
For location it is possible to make the first search a static search. So that the first time the npc&lt;br /&gt;
do this operation it could search for a &amp;quot;Baker&amp;quot; location. The next time the operation is used it will&lt;br /&gt;
use the results of the first time even if there might be Bakers closer at that time.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;locate obj=&amp;quot;perception&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;locate obj=&amp;quot;target&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;locate obj=&amp;quot;furnace&amp;quot; range=&amp;quot;50&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;locate obj=&amp;quot;waypoint&amp;quot; failure=&amp;quot;no waypoint found&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example 1 finds the last perception received by the current npc and sets the active target location to&lt;br /&gt;
the location of that perception. This allows npcs who receive “Talk” perceptions to turn to face the&lt;br /&gt;
person talking to them. It allows npcs who have a spell cast on them to turn to face the caster, and&lt;br /&gt;
so on.&lt;br /&gt;
&lt;br /&gt;
Example 2 finds the location of the currently active “enemy” of the NPC, which is the entity with&lt;br /&gt;
the highest score on the NPC’s [[hate list]], and sets that location as the active target location for other&lt;br /&gt;
operations. This allows NPCs to turn to face the person they are attacking, chase attackers who are&lt;br /&gt;
retreating, etc.&lt;br /&gt;
&lt;br /&gt;
Example 3 uses predefined lists of named location types to find the closest one to the npc and sets&lt;br /&gt;
the active target location to the coordinates specified there. This is the most subtle of the 3, and in&lt;br /&gt;
some ways the most powerful so it deserves more discussion. Consider the following pictures:&lt;br /&gt;
&lt;br /&gt;
http://www.planeshift.it/download/docs/npc_pic1.png&lt;br /&gt;
&lt;br /&gt;
Here we have two blacksmith shops with similar items but different layouts. They might be side by&lt;br /&gt;
side or they might be in entirely different cities. LocTypes specify a list of Anvil locations, or a list&lt;br /&gt;
of Furnace locations, as marked by the stars on these pictures. When Example 3 says to locate the&lt;br /&gt;
nearest furnace, an NPC in smithy #1 will find his furnace while the NPC in smithy #2 will find his&lt;br /&gt;
own furnace. They will be able to share one script for moving between these points and acting like&lt;br /&gt;
a real blacksmith in their own location, even though they are in totally different smithy shops.&lt;br /&gt;
&lt;br /&gt;
This will become even more important when we implement player housing and player shops. It&lt;br /&gt;
will be possible with the scripts we have already today for a player to build the blacksmith shop of&lt;br /&gt;
his own design and for him to hire an npc smith to come work in that shop. The Smith NPC he&lt;br /&gt;
hired will be able to “know” how to get around the player’s shop magically.&lt;br /&gt;
&lt;br /&gt;
Something intended to be supported here but not actually implemented yet was the ability to locate&lt;br /&gt;
named objects or entities as well, so an NPC could locate a sword someone dropped on the ground&lt;br /&gt;
and things like this. Better integration with the entity system and perhaps integration with data&lt;br /&gt;
from the maps themselves rather than externally generated lists of points could make this even more&lt;br /&gt;
powerful.&lt;br /&gt;
&lt;br /&gt;
== Loop Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|iterations&lt;br /&gt;
|int&lt;br /&gt;
|0&lt;br /&gt;
|Number of iterations to do in this loop. No iterations attribute or a value of -1 is loop forever.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This operation allows you to loop a section of your script a certain number of times. This is mostly&lt;br /&gt;
useful for city npcs such as smiths and tavern barkeeps. Behaviors in general will loop if not&lt;br /&gt;
replaced by another behavior, but if you want subloops within the script, this is an easy way to do it.&lt;br /&gt;
&lt;br /&gt;
Ex:&lt;br /&gt;
  &amp;lt;loop iterations=&amp;quot;20&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;locate obj=&amp;quot;fire&amp;quot; range=&amp;quot;10&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;navigate anim=&amp;quot;walk&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;wait anim=&amp;quot;stand&amp;quot; duration=&amp;quot;30&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;locate obj=&amp;quot;anvil&amp;quot; range=&amp;quot;10&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;navigate anim=&amp;quot;walk&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;wait anim=&amp;quot;hammer&amp;quot; duration=&amp;quot;20&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;/loop&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this example, the blacksmith is scripted to walk back and forth between his fire and his anvil 20&lt;br /&gt;
times before moving on to the next operation in his script to act like a blacksmith.&lt;br /&gt;
&lt;br /&gt;
This operation does not affect the network at all and does not have CPU overhead.&lt;br /&gt;
&lt;br /&gt;
== Melee Operation ==&lt;br /&gt;
(Net load: 1, CPU Load: 2)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|seek_range&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|The range to search for new targets in melee&lt;br /&gt;
|-&lt;br /&gt;
|melee_range&lt;br /&gt;
|float[0.5-3.0] &lt;br /&gt;
|3.0&lt;br /&gt;
|The range where melee can be done. Max 3.0 to prevent npc/server conflicts.&lt;br /&gt;
|-&lt;br /&gt;
|attack_type&lt;br /&gt;
|string&lt;br /&gt;
|default&lt;br /&gt;
|The name of a special attack defined in the &#039;attacks&#039; table. If this attribute is not set an ordinary attack will be queued. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|stance&lt;br /&gt;
|string&lt;br /&gt;
|normal&lt;br /&gt;
|The stance to use when attacking. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|tribe&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|When set to true the tribe [[hate list]] will be used to select target. If true and NPC not member of a tribe the NPC [[hate list]] will be used as a fall back. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|outside_region&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Set to true to fight even outside region if a region is defined. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|invisible&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Will melee operation fight invisible entities&lt;br /&gt;
|-&lt;br /&gt;
|invincible&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Will melee operation fight invincible entities.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;melee&amp;gt; operation handles starting and ending fights for the NPC. It finds the most hated&lt;br /&gt;
enemy in range and tells the server to attack him. If there is no enemy in range, it finds the nearest&lt;br /&gt;
enemy that it does hate and prepares to chase him.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;melee seek_range=&amp;quot;10&amp;quot; melee_range=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The “melee_range” attribute specifies how far away the enemies can be while still fighting without&lt;br /&gt;
the npc needing to move. 3 meters is the maximum of how far away a player can be to hit the npc&lt;br /&gt;
also, so in most cases this is a good value. The “seek_range” specifies how far around himself the&lt;br /&gt;
npc should look for other enemies if none are found within the melee_range. If there are no&lt;br /&gt;
enemies within the seek_range, the npc starts to calm down and his current behavior (making his&lt;br /&gt;
‘melee’ operation active) is lowered in priority. If an enemy is found within the seek_range, the&lt;br /&gt;
NPC’s active enemy is set to this found person so the &amp;lt;chase type=”enemy”&amp;gt; operation can run&lt;br /&gt;
after him.&lt;br /&gt;
&lt;br /&gt;
This operation’s only network load is informing the server of its melee target and attack mode, and&lt;br /&gt;
switching these occasionally as people die, etc. The CPU load is in periodically (2x per second)&lt;br /&gt;
checking the [[hate list]] for the NPC to make sure the most hated person is being fought. If no one on&lt;br /&gt;
the [[hate list]] is within the melee range, a more expensive operation is done to find any hated people&lt;br /&gt;
within the seek_range, but this operation isn’t performed very often.&lt;br /&gt;
&lt;br /&gt;
See the NPC [[hate list]] for further details about the [[hate list]].&lt;br /&gt;
&lt;br /&gt;
== Memorize Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
Tribe operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|}&lt;br /&gt;
No Parameters.&lt;br /&gt;
&lt;br /&gt;
This is an operation that only will have effect for tribe members. The NPC will memorize the current perception as a private memory.&lt;br /&gt;
See the [[Behavior_Operations#Share_Memories_Operation|Share Memories Operation]] for how to make the memories known to other members of the tribe.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;memorize /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Move Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 5) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The animation to use when moving.&lt;br /&gt;
|-&lt;br /&gt;
|duration&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|The duration this move should have. The default is probably no good. &lt;br /&gt;
|-&lt;br /&gt;
|vel&lt;br /&gt;
|float,$WALK,$RUN&lt;br /&gt;
|Default is to use the velocity from the behavior.&lt;br /&gt;
|The velocity to use when moving.&lt;br /&gt;
|-&lt;br /&gt;
|ang_vel&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|By defining a ang_vel the movement will be much like the [[Behavior_Operations#Circle_Operation|Circle Operation]].&lt;br /&gt;
|-&lt;br /&gt;
|collision&lt;br /&gt;
|string&lt;br /&gt;
|collision&lt;br /&gt;
|The name of the perception to be used when a collision perception is to be fired.&lt;br /&gt;
|-&lt;br /&gt;
|out_of_bounds&lt;br /&gt;
|string&lt;br /&gt;
|out of bounds&lt;br /&gt;
|The name of the perception to be used when a out of bounds perception is to be fired.&lt;br /&gt;
|-&lt;br /&gt;
|in_bounds&lt;br /&gt;
|string&lt;br /&gt;
|in bounds&lt;br /&gt;
|The name of the perception to be used when a in bound perception is to be fired.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The most basic behavior operation in npcclient is &amp;lt;move&amp;gt;. It simply tells the npc to move forward&lt;br /&gt;
at a certain speed in the direction he is currently pointing, and to play a named animation while&lt;br /&gt;
doing so.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;move vel=&amp;quot;1&amp;quot; anim=&amp;quot;walk&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;move anim=&amp;quot;walk&amp;quot; vel=&amp;quot;$WALK&amp;quot; out_of_bounds=&amp;quot;move_outside_region&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This operation has no preset end or duration, so it will go until the behavior is preempted by another&lt;br /&gt;
higher priority behavior such as the one to turn, triggered by a collision perception. (See the next&lt;br /&gt;
section for a more detailed explanation of how behaviors pre-empt each other and change&lt;br /&gt;
priorities.)&lt;br /&gt;
&lt;br /&gt;
This operation has low networking overhead since all it does is trigger a single Dead Reckoning&lt;br /&gt;
(DR) update to start the forward motion. It does have CPU overhead during the entire duration of it&lt;br /&gt;
running though, since there is no way for npcclient to know what it might hit along this path. Every&lt;br /&gt;
500msec this operation wakes up and checks its latest movement for collisions, generating a&lt;br /&gt;
perception called “collision” for the behavior script to react to. Also at each 500msec checkpoint,&lt;br /&gt;
it checks the owner NPC’s region setting (such as “sunny meadow” in the example above), and if&lt;br /&gt;
there is a region specifed, the operation checks its current position to make sure the NPC is still “in&lt;br /&gt;
bounds”. If the NPC has made it outside the region in the last half second, it fires a perception&lt;br /&gt;
called “out of bounds”. It will not fire another “out of bounds” perception until an “in bounds”&lt;br /&gt;
perception has been detected.&lt;br /&gt;
&lt;br /&gt;
== MovePath Operation ==&lt;br /&gt;
(Net load: 2, CPU Load: 3) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|path&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The name of the path to use for the movement.&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The name of the animation to use for this movement&lt;br /&gt;
|-&lt;br /&gt;
|direction&lt;br /&gt;
|FORWARD,REVERSE&lt;br /&gt;
|FORWARD&lt;br /&gt;
|The direction to move along the path&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This operation tell the NPC to move in a predefined path. The path is a named entity in the path network. &lt;br /&gt;
From a start waypoint to and end waypoint with any number of path points in between. The path will either&lt;br /&gt;
be followed in the forward or reverse direction. Upon start of this the npc will be forced to the&lt;br /&gt;
start position of the path. The following example will move the NPC the reverse path to the clock tower.&lt;br /&gt;
  Ex: &amp;lt;movepath path=&amp;quot;Clock Tower&amp;quot; direction=&amp;quot;REVERSE&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;behavior &amp;quot;Ring the Clock&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;movepath path=&amp;quot;Clock Tower&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;wait anim=&amp;quot;Ring the Clock&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;movepath path=&amp;quot;Clock Tower&amp;quot; direction=&amp;quot;REVERSE&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/behavior&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Current implementation will extrapolate on the server and send updates to the client.&lt;br /&gt;
&lt;br /&gt;
The following old description isn&#039;t quite in line with current implementation. Sure it should be possible&lt;br /&gt;
to send the path to the client and do the math there. Suggest to include that as a option to the current&lt;br /&gt;
implementation. With today implementation the movement could be interrupted and it will stop when finished&lt;br /&gt;
with the path. To get the looping behavior either the behavior should be set to looping or a loop should&lt;br /&gt;
be created.&lt;br /&gt;
&lt;br /&gt;
--Start old description:&lt;br /&gt;
&lt;br /&gt;
This operation is another very easy one: &amp;lt;movepath&amp;gt;. It tells the npc to set its preset path to a 3d&lt;br /&gt;
spline specified in another file by name. Each client will take care of playing the right animations&lt;br /&gt;
along the spline as the npc progresses. The intent of this operation was really simply for birds to be&lt;br /&gt;
able to fly through the air as decoration rather than any gameplay reason. Aside from birds, most&lt;br /&gt;
creatures do not follow 3d spline paths in their normal behaviors.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;movepath path=&amp;quot;bird1&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This operation has no present end or duration, and will actually loop if not stopped by another&lt;br /&gt;
behavior.&lt;br /&gt;
&lt;br /&gt;
This operation has almost no network overhead, as the packed bytes of the spline are sent 1 time&lt;br /&gt;
across the network to anyone needing to see this npc, and no other network activity happens until&lt;br /&gt;
the &amp;lt;movepath&amp;gt; operation is interrupted.&lt;br /&gt;
&lt;br /&gt;
This operation also has almost zero CPU overhead, because there is no collision detection and no&lt;br /&gt;
bounds checking on this type of movement. The reasoning is that since predefined paths are being&lt;br /&gt;
followed, it is up to the designer/scripter to ensure that the path goes where they want it to and does&lt;br /&gt;
not hit anything along the way.&lt;br /&gt;
&lt;br /&gt;
--End old description&lt;br /&gt;
&lt;br /&gt;
== MoveTo Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 3) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|x&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|X-coordinate to move to&lt;br /&gt;
|-&lt;br /&gt;
|y&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|Y-coordinate to move to&lt;br /&gt;
|-&lt;br /&gt;
|z&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|Z-coordinate to move to&lt;br /&gt;
|-&lt;br /&gt;
|vel&lt;br /&gt;
|float,$WALK,$RUN&lt;br /&gt;
|Default is to use the velocity from the behavior.&lt;br /&gt;
|The velocity to use when moving.&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The name of the animation to use&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This operation tells the npc to turn and face a certain point in&lt;br /&gt;
3d space, then move in a straight line to that location at a certain speed. The turn is not animated,&lt;br /&gt;
so if you want an animated turn, you need a &amp;lt;rotate&amp;gt; op in front of this (see below). &amp;lt;moveto&amp;gt; also&lt;br /&gt;
specifies an animation name to play while performing this move.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;moveto x=&amp;quot;-38&amp;quot; y=&amp;quot;0&amp;quot; z=&amp;quot;-169&amp;quot; anim=&amp;quot;walk&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When this operation is executed, the angle necessary to point in the right direction towards this 3d&lt;br /&gt;
coordinate is calculated and the DR message to start the anim, start the movement and set the&lt;br /&gt;
rotation angle so it will look correct is sent. Then the operation calculates the time it will take to&lt;br /&gt;
traverse the distance at the specified speed and suspends itself for that length of time before waking&lt;br /&gt;
up and completing. Thus, this operation has zero processing during these ½ second update&lt;br /&gt;
opportunities. No CD checking is done and no bounds checking is done.&lt;br /&gt;
&lt;br /&gt;
When the operation wakes up a few seconds later, the &amp;lt;moveto&amp;gt; is considered complete, and&lt;br /&gt;
npcclient sends another DR message to stop the movement.&lt;br /&gt;
&lt;br /&gt;
While this operation is very cheap, it is also not very flexible because the coordinates are in the&lt;br /&gt;
NPCType and not in the NPC. Thus any NPC using this NPC Type with this command in it is&lt;br /&gt;
going to have to be willing to move to this exact 3d coordinate.&lt;br /&gt;
&lt;br /&gt;
== Navigate Operation ==&lt;br /&gt;
(Net load: 1, CPU Load 1) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The animation to use in the navigation.&lt;br /&gt;
|-&lt;br /&gt;
|failure&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The perception to fire if the operation fails.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;navigate&amp;gt; operation is a placeholder right now and is simpler than it will be in the future. It is&lt;br /&gt;
designed to work with &amp;lt;locate&amp;gt; and it moves the NPC in a straight line to the target location found&lt;br /&gt;
by the &amp;lt;locate&amp;gt; operation.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;navigate anim=&amp;quot;walk&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The only thing the operation specifies is the animation to play while moving. It works much like&lt;br /&gt;
&amp;lt;moveto&amp;gt; but uses the locate target destination instead of a single fixed location. The only network&lt;br /&gt;
overhead are the Start and Stop DR messages, and the only CPU overhead is calculating how long&lt;br /&gt;
to sleep between starting and stopping.&lt;br /&gt;
&lt;br /&gt;
For more complex movement the [[Behavior_Operations#Wander_Operation|Wander Operation]] should be&lt;br /&gt;
used that will use the path network to navigate. Though if there are no path directly to the location&lt;br /&gt;
to where the NPC should go a combination of Wander and Navigate could be used. Like this example&lt;br /&gt;
where wander is used to navigate using waypoints and navigate is used navigate into the exact&lt;br /&gt;
position of the tavern.&lt;br /&gt;
&lt;br /&gt;
  Ex &amp;lt;locate obj=&amp;quot;tavern&amp;quot; static=&amp;quot;yes&amp;quot; random=&amp;quot;yes&amp;quot; range=&amp;quot;800&amp;quot; &amp;gt; &amp;lt;!-- Locate my favorite tavern --&amp;gt;&lt;br /&gt;
     &amp;lt;wander /&amp;gt; &lt;br /&gt;
     &amp;lt;navigate /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== NOP Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
This is a no operation operation. It does absolutely nothing, though each behavior needs to have a set of operations, if nothing else insert this nop operation.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;nop /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Percept Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|event&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The name of the perception event to fire. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|target&lt;br /&gt;
|self,tribe,all,target&lt;br /&gt;
|self&lt;br /&gt;
|The recipient of this perception&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|string&lt;br /&gt;
|(null)&lt;br /&gt;
|The perception type. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|range&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|If set to something greater than 0.0 this perception will only be delivered if within that range.&lt;br /&gt;
|-&lt;br /&gt;
|condition&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|A [[NPCClient math script]] that if set will be evaluated and any non zero return value will cause the perception event to be fired.&lt;br /&gt;
|-&lt;br /&gt;
|failed_event&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The event to percept if the condition fail. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|delayed&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|The amount of time to delay before the perception is fired. [[NPC Variables]] will be replaced.&lt;br /&gt;
|}&lt;br /&gt;
This operation allows an NPC to fire a custom [[Behaviors_and_Reactions#Perceptions|perception]] to himself.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;percept event=&amp;quot;done wandering&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;percept event=&amp;quot;need help&amp;quot; target=&amp;quot;tribe&amp;quot; range=&amp;quot;50&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;percept event=&amp;quot;GoToSleep&amp;quot; condition=&amp;quot;DiurnalNight&amp;quot; delayed=&amp;quot;10&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pickup Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|obj&lt;br /&gt;
|string,perception&lt;br /&gt;
|perception&lt;br /&gt;
|The object to pick up. (Only perception implemented)&lt;br /&gt;
|-&lt;br /&gt;
|count&lt;br /&gt;
|int&lt;br /&gt;
|1&lt;br /&gt;
|Number of objects to pick up&lt;br /&gt;
|-&lt;br /&gt;
|equip&lt;br /&gt;
|slot&lt;br /&gt;
|&lt;br /&gt;
|name of slot to equip the item in (Not implemented)&lt;br /&gt;
|}&lt;br /&gt;
This operation allows an NPC to pickup an item he finds on the ground, and optionally equip(Not implemented) it if he can use it. Only objects that are pickable will be picked up.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;pickup obj=&amp;quot;perception&amp;quot; count=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;pickup obj=&amp;quot;perception&amp;quot; equip=&amp;quot;righthand&amp;quot; /&amp;gt; (Not Implemented)&lt;br /&gt;
&lt;br /&gt;
== Release Control Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Release the control of a player.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;release_control /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Reproduce Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
Tribe operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The tribe member type for this. [[NPC Variables]] will be replaced.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The reproduce operation will spawn the target with the type given. Tribes will use this to create different types of members (See: [[Tribe_Scripting#Select|Select]] statement in [[Tribe Scripting]]).&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;reproduce type=&amp;quot;Warrior&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make make a copy of your self&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;locate obj=&amp;quot;self&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;reproduce /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resurrect Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
Tribe operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|}&lt;br /&gt;
No Parameters.&lt;br /&gt;
&lt;br /&gt;
This operation will resurrect a tribe member within the radius of tribe home.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;resurrect /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This operation should be placed in an behavior that will be executed for dead NPCs. The reaction should&lt;br /&gt;
as well have the when_dead flag set.&lt;br /&gt;
 &lt;br /&gt;
  Ex: &amp;lt;behavior name=&amp;quot;Resurrect&amp;quot; completion_decay=&amp;quot;200&amp;quot; growth=&amp;quot;0&amp;quot; initial=&amp;quot;0&amp;quot; when_dead=&amp;quot;yes&amp;quot;&amp;gt;&lt;br /&gt;
         &amp;lt;resurrect/&amp;gt;&lt;br /&gt;
      &amp;lt;/behavior&amp;gt;&lt;br /&gt;
      &amp;lt;react event=&amp;quot;tribe:resurrect&amp;quot;    behavior=&amp;quot;Resurrect&amp;quot;     inactive_only=&amp;quot;yes&amp;quot; when_dead=&amp;quot;yes&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Reward Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
Tribe operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|resource&lt;br /&gt;
|string,tribe:wealth&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The resource to reward to the tribe. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|count&lt;br /&gt;
|int&lt;br /&gt;
|1&lt;br /&gt;
|The number of resource to reward.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Will reward a tribe with a resource. Using the special &#039;&#039;tribe:wealth&#039;&#039; keyword will result in a lockup in the tribe for whats the wealth resource.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;reward resource=&amp;quot;Gold Ore&amp;quot; count=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;reward resource=&amp;quot;tribe:wealth&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rotate Operation ==&lt;br /&gt;
(Net load: 1, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|See table below.&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The type of rotation operation to perform.&lt;br /&gt;
|-&lt;br /&gt;
|ang_vel&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|Angular velocity in degree. If 0 the NPC default angular velocity will be used.&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The animation to use for the rotation operation&lt;br /&gt;
|-&lt;br /&gt;
|max&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|For inregion and random a range can be defined.&lt;br /&gt;
|-&lt;br /&gt;
|min&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|For inregion and radom a range can be defined.&lt;br /&gt;
|-&lt;br /&gt;
|value&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|For absolute and relative a value to add in degrees should be given.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|inregion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|random&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|absolute&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|relative&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|locatedest&lt;br /&gt;
|Face in the direciton of the last located position.&lt;br /&gt;
|-&lt;br /&gt;
|locaterotation&lt;br /&gt;
|Face in the direction of the last located rotation angle.&lt;br /&gt;
|-&lt;br /&gt;
|target&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This operation &amp;lt;rotate&amp;gt; can be used to turn to a certain angle, to turn a relative amount, to turn a&lt;br /&gt;
random amount or to turn to face a previously located object. This turn is animated, to give a more&lt;br /&gt;
realistic look.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;rotate type=&amp;quot;random&amp;quot; min=&amp;quot;90&amp;quot; max=&amp;quot;270&amp;quot; anim=&amp;quot;walk&amp;quot; vel=&amp;quot;30&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;rotate type=&amp;quot;locatedest&amp;quot; anim=&amp;quot;walk&amp;quot; vel=&amp;quot;90&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first example here is a random turn of between 90 and 270 degrees from the current heading,&lt;br /&gt;
with an angular velocity of 30 degrees per second, while playing the “walk” animation. 30 degrees&lt;br /&gt;
per second means that the maximum turn of 270 degrees will take the npc 9 seconds.&lt;br /&gt;
&lt;br /&gt;
In the second example, we have already used our &amp;lt;locate&amp;gt; operation to find a point of interest near&lt;br /&gt;
us, and we want to turn to point directly at it. Here a different (faster) angular velocity is specified&lt;br /&gt;
but other angles aren’t necessary because they are implied by the current position of the NPC and&lt;br /&gt;
the located special destination.&lt;br /&gt;
&lt;br /&gt;
This operation requires a DR update to start and stop the rotation, as the only networking overhead.&lt;br /&gt;
CPU overhead is also minimal since npcclient calculates the time required to turn the full amount&lt;br /&gt;
and puts this script to sleep for that many msec until the turn is done, then stops it.&lt;br /&gt;
&lt;br /&gt;
== Script Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|name&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The name of the script&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Run a progression script. Target and Actor env is set for the script at the server.&lt;br /&gt;
  Ex: &amp;lt;script name=&amp;quot;my_script&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sequence Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|name&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The name of the sequence to control&lt;br /&gt;
|-&lt;br /&gt;
|cmd&lt;br /&gt;
|start,stop,loop&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The control of the sequence to issue.&lt;br /&gt;
|-&lt;br /&gt;
|count&lt;br /&gt;
|int&lt;br /&gt;
|1&lt;br /&gt;
|The number of times to loop the sequence.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sequences are defined in the map file. They can be started, stopped, or played a number of time with the loop command. This allow the NPC to interact with large animation of world objects. This&lt;br /&gt;
could be a winch that should run only when manned, a folding bridge or door that open and close etc.&lt;br /&gt;
  Ex: &amp;lt;sequence name=&amp;quot;winch_up&amp;quot; cmd=&amp;quot;start&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Set Buffer Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|buffer&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The name of the buffer.&lt;br /&gt;
|-&lt;br /&gt;
|value&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The value to set for the buffer.&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|npc,tribe&lt;br /&gt;
|npc&lt;br /&gt;
|The type of buffer to set.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Set either a NPC or a Tribe buffer. [[NPC Variables]] $NBUFFER[Buffer] (NPC Buffer) and $TBUFFER[Buffer] (Tribe Buffer) are replaced multiple places with the value of the buffer. &lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;set_buffer buffer=&amp;quot;Building&amp;quot; value=&amp;quot;Small Tent&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Share Memories Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
Tribe operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|}&lt;br /&gt;
No parameters&lt;br /&gt;
&lt;br /&gt;
This operation will share all private memories of the NPC with the tribe. Private memories is created with the [[Behavior_Operations#Memorize_Operation|Memorize Operation]]. They can be retrived by the [[Behavior_Operations#Locate_Operation|Locate Operation]] using tribe:memory:&amp;quot;memory name&amp;quot;. Memories can also be crated using the [[Behavior_Operations#Auto_Memorize_Operation|Auto Memorize Operation]].&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;share_memories /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sit Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|}&lt;br /&gt;
No parameters.&lt;br /&gt;
&lt;br /&gt;
Sit tells the npc to sit down. Use [[Behavior_Operations#Standup_Operation|standup operation]] to stand up again.&lt;br /&gt;
  Ex: &amp;lt;sit /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Standup Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|}&lt;br /&gt;
No parameters.&lt;br /&gt;
&lt;br /&gt;
Standup tells the npc to stand up. Use [[Behavior_Operations#Sit_Operation|sit operation]] to sit down again.&lt;br /&gt;
  Ex: &amp;lt;standup /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Talk Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|target&lt;br /&gt;
|boolean&lt;br /&gt;
|true&lt;br /&gt;
|Talk to current target&lt;br /&gt;
|-&lt;br /&gt;
|text&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The string to send&lt;br /&gt;
|-&lt;br /&gt;
|public&lt;br /&gt;
|boolean&lt;br /&gt;
|true&lt;br /&gt;
|Should this talk go to everyone in range, or only the target if public=false.&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|say,me,my,narrate&lt;br /&gt;
|say&lt;br /&gt;
|The type of talk.&lt;br /&gt;
|-&lt;br /&gt;
|command&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|A perception to send to target if it is a NPC. [[NPC Variables]] will be replaced.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If target is false, this will queue a talk command to the server from the NPC. If target is true and a target exists the same talk command will be sent to the server but a &amp;quot;&#039;&#039;command&#039;&#039;&amp;quot; perception will be sent to the&lt;br /&gt;
target as well. The target will than be able to react to this perception.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;talk target=&amp;quot;true&amp;quot; text=&amp;quot;Kneel in front of me.&amp;quot; command=&amp;quot;kneel&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;talk type=&amp;quot;me&amp;quot; text=&amp;quot;is angry&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;talk target=&amp;quot;true&amp;quot; text=&amp;quot;This message is only for you&amp;quot; public=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Teleport Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Teleport the NPC to the current active location.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;teleport /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Transfer Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|item&lt;br /&gt;
|string,tribe:wealth&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The name of the item to transfer. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|target&lt;br /&gt;
|tribe&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The target for this transfer.&lt;br /&gt;
|-&lt;br /&gt;
|count&lt;br /&gt;
|int&lt;br /&gt;
|-1&lt;br /&gt;
|Number of items to transfer. -1 is all items. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Transfere a number of item from one NPC to the target. &lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;transfer item=&amp;quot;tribe:wealth&amp;quot; target=&amp;quot;tribe&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This example will transfer all of the tribe wealth from the NPC to the tribe.&lt;br /&gt;
&lt;br /&gt;
== Tribe Home Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
Tribe operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|}&lt;br /&gt;
No Parameters.&lt;br /&gt;
&lt;br /&gt;
Move the tribe home to the last active position of the NPC. This operation will issue a &amp;quot;tribe:home moved&amp;quot; perception to all members of the tribe.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;tribe_home /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tribe Type Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
Tribe operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|Change tribe member type.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
No Parameters.&lt;br /&gt;
&lt;br /&gt;
Change the Tribe Member type of the current NPC to the new type.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;tribe_type type=&amp;quot;Queen&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unbuild Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
Tribe operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unbuild a building. The building has to be targeted.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;unbild /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Visible Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|}&lt;br /&gt;
No Parameters.&lt;br /&gt;
&lt;br /&gt;
This operation makes the NPC visible if it where invisible. See [[Behavior_Operations#Invisible_Operation|Invisible Operation]].&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;visible /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wait Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|duration&lt;br /&gt;
|float&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The duration to wait.  [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|random&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|The random duration to wait.  [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The animation to play while waiting.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This operation makes the NPC wait a specified length of time before progressing to the next&lt;br /&gt;
operation. It will loop an animation during this time also for you, so you can use it for crafting&lt;br /&gt;
actions, guard monitoring, or whatever you need that is a timed animated activity.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;wait duration=&amp;quot;30&amp;quot; anim=&amp;quot;stand&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;wait duration=&amp;quot;$NBUFFER[Sit_Duration]&amp;quot; anim=&amp;quot;sit&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This example tells the NPC to play the “stand” animation and do nothing for 30 seconds. This&lt;br /&gt;
requires a network DR message with the specified animation, and another to stop the animation&lt;br /&gt;
when the duration is over. There is almost no CPU required because the script goes to sleep for the&lt;br /&gt;
duration and is woken up automatically at the end.&lt;br /&gt;
&lt;br /&gt;
As with any other scripted operation, this operation can be interrupted if another behavior preempts&lt;br /&gt;
this one from completing. So if an npc is playing the above operation, and just standing there for&lt;br /&gt;
30 seconds, and is attacked by someone, presumably an attack behavior would become top priority&lt;br /&gt;
and the npc would stop waiting and attack back.&lt;br /&gt;
&lt;br /&gt;
This concludes the section on the detailed operations possible with npc scripting today. Now we&lt;br /&gt;
will discuss how these operations work together to define behaviors and how behaviors interact&lt;br /&gt;
with each other.&lt;br /&gt;
&lt;br /&gt;
== Wander Operation ==&lt;br /&gt;
(Net load: 2, CPU Load 1) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The animation to play while wandering.&lt;br /&gt;
|-&lt;br /&gt;
|vel&lt;br /&gt;
|float&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|random&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Turn on never ending random wandering.&lt;br /&gt;
|-&lt;br /&gt;
|underground&lt;br /&gt;
|boolean&lt;br /&gt;
|invalid&lt;br /&gt;
|If not set ignore underground, set true only wander underground, if set false never wander underground waypoints&lt;br /&gt;
|-&lt;br /&gt;
|underwater&lt;br /&gt;
|boolean&lt;br /&gt;
|invalid&lt;br /&gt;
|If not set ignore underwater, set true only wander underwater, if set false never wander underwater waypoints&lt;br /&gt;
|-&lt;br /&gt;
|private&lt;br /&gt;
|boolean&lt;br /&gt;
|invalid&lt;br /&gt;
|If not set ignore private, set true only wander private, if set false never wander private waypoints&lt;br /&gt;
|-&lt;br /&gt;
|public&lt;br /&gt;
|boolean&lt;br /&gt;
|invalid&lt;br /&gt;
|If not set ignore public, set true only wander public, if set false never wander public waypoints.&lt;br /&gt;
|-&lt;br /&gt;
|city&lt;br /&gt;
|boolean&lt;br /&gt;
|invalid&lt;br /&gt;
|If not set ignore city, set true only wander city, if set false never wander city waypoints.&lt;br /&gt;
|-&lt;br /&gt;
|indoor&lt;br /&gt;
|boolean&lt;br /&gt;
|invalid&lt;br /&gt;
|If not set ignore indoor, set true only wander indoor, set false never wander indoor waypoints.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Using random &amp;lt;move&amp;gt; and &amp;lt;rotate&amp;gt; operations works well for creating randomized wandering&lt;br /&gt;
behaviors in open, outdoor spaces and scripters should be using that approach there. However, in tighter, indoor areas like the hydlaa sewers or the dungeon, a more specific type of randomness is required.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;wander&amp;gt; operation makes the npc in question walk between an independently defined set of&lt;br /&gt;
“waypoints”. Each waypoint is a 3d coordinate and a tolerance radius. The radius adds a ‘fuzzy’&lt;br /&gt;
factor so that multiple npcs sharing the same set of waypoints will not all walk to the exact same&lt;br /&gt;
centimeter location. Even in tight locations, a tolerance radius of .5-1m will be a lot better than 0m. Waypoints will be created with the path system available as GM commands.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;wander anim=&amp;quot;walk&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As you see, the only thing specified by the wander operation is the animation to play while&lt;br /&gt;
wandering. The NPC starts by walking to the nearest waypoint to its current location, then follows&lt;br /&gt;
the waypoint choices to decide where to go next. This operation will take the NPC to the current active&lt;br /&gt;
waypoint as selected by the last [[Behavior_Operations#Locate_Operation|Locate Operation]].&lt;br /&gt;
&lt;br /&gt;
Each waypoint have a set off properties. It can be marked as indoor,underground,underwater,private,public, or city.&lt;br /&gt;
If the wander operations in specified with the indoor flag set to true only waypoints with the indoor attribute set to true will be used when wandering. Changing&lt;br /&gt;
waypoint attributes can be done by the GM command /path (TBD, Not impemented yet, has to be done in DB for now).&#039;&lt;br /&gt;
&lt;br /&gt;
Each waypoint is connected with a [[Sc_waypoint_linksTable|path]]. The path has a set of properites like TELEPORT, NO_WANDER, ONEWAY.&lt;br /&gt;
&lt;br /&gt;
This operation is very light on the network because it is all straight-line navigation between known,&lt;br /&gt;
preset points. There is 1 DR update per point hit by the npc. It is also quite light on CPU power&lt;br /&gt;
requirements because the points are known, which means no collision detection has to be done.&lt;br /&gt;
&lt;br /&gt;
One tricky thing about this is that normally non-horizontal walking is accomplished on the client&lt;br /&gt;
with collision detection with the ground/stairs. In order to get the most accurate-looking result on&lt;br /&gt;
the client, the client DOES do collision detection on these npcs. However, npcclient does simple&lt;br /&gt;
linear interpolation between the starting and ending y-coordinates of the 2 waypoints as an&lt;br /&gt;
approximation. Thus the server and client will not have the identical y-coordinate in all cases. This&lt;br /&gt;
should almost never be noticeable, though.&lt;br /&gt;
&lt;br /&gt;
== Watch Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|nearest_actor,nearest_npc,nearest_player,owner,target&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The type of watch to do.&lt;br /&gt;
|-&lt;br /&gt;
|range&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|The watch range. A perception will be generated when watched entity move out of range.&lt;br /&gt;
|-&lt;br /&gt;
|invisible&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Set to true to watch invisible entities.&lt;br /&gt;
|-&lt;br /&gt;
|invincible&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Set to true to watch invincible entities.&lt;br /&gt;
|-&lt;br /&gt;
|search_range&lt;br /&gt;
|float&lt;br /&gt;
|2.0&lt;br /&gt;
|When watching nearest, this range set the limit for how fare that entity can be.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Watch over nearby entities. The &amp;quot;nearest out of range&amp;quot;,&amp;quot;owner out of range&amp;quot;, or &amp;quot;target out of range&amp;quot; perception will be generated when the watched entity move out of range.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;behavior name=&amp;quot;Watch&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;watch type=&amp;quot;owner&amp;quot; range=&amp;quot;3.0&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/behavior&amp;gt;&lt;br /&gt;
      &amp;lt;react event=&amp;quot;owner out of range&amp;quot;   behavior=&amp;quot;follow_chase&amp;quot;  /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this example the NPC will watch the owner. If the owner move out of the watch range 3.0 the &amp;quot;owner out of range&amp;quot; perception will be fired and the new follow_chase behavior will start.&lt;br /&gt;
&lt;br /&gt;
== Work Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|dig,fish,harvest&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The type of work to do&lt;br /&gt;
|-&lt;br /&gt;
|resource&lt;br /&gt;
|string,tribe:wealth&lt;br /&gt;
|Mandatory&lt;br /&gt;
|Resource to work for or by using the keyword tribe:wealth look up in the tribe to find the resource.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Order an NPC to start digging for a resource. The keyword &amp;quot;tribe:wealth&amp;quot; will cause the resource to be looked up in the wealth_resource_nic field in the [[NPC_Behavior_Data_Structures#tribes|tribes]] table if the NPC is part of a tribe.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;work type=&amp;quot;dig&amp;quot; resource=&amp;quot;tribe:wealth&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;work type=&amp;quot;dig&amp;quot; resource=&amp;quot;Gold Ore&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Engine documents]] [[Category:NPCClient Design]] [[Category:NPCClient Scripting]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Behavior_Operations&amp;diff=20353</id>
		<title>Behavior Operations</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Behavior_Operations&amp;diff=20353"/>
		<updated>2014-12-04T22:17:31Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: /* Chase Operation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A “Behavior” in NPCClient is a script defined in [[NPC_Behavior_Data_Structures#npcbehave.xml|npcbehave.xml]] to run to make the npc behave a certain way. It is almost like&lt;br /&gt;
a state, for AI designers used to state machine npcs. Example behaviors might include “guard&lt;br /&gt;
patrol”, “wander in forest”, “fight attackers”, “smith an item”. Before we talk about how&lt;br /&gt;
everything fits together we will go over what is possible in npcclient with these detailed behavior&lt;br /&gt;
scripts. The following is a list and reference description of each behavior script operation or&lt;br /&gt;
command you can use. They are put together in sequences called beaviors as will be described later in [[Behaviors_and_Reactions]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Assess Operation ==&lt;br /&gt;
(Net load: 1, CPU Load 1)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|physical&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The prefix for the physical perception.&lt;br /&gt;
|-&lt;br /&gt;
|magical&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The prefix for the magical perception.&lt;br /&gt;
|-&lt;br /&gt;
|overall&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The perfix for the overall perception.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each of the physical, magical, or overall will be assessed as; &amp;quot;extremely weaker&amp;quot;, &amp;quot;much weaker&amp;quot;, &amp;quot;weaker&amp;quot;, &amp;quot;equal&amp;quot;, &amp;quot;stronger&amp;quot;, &amp;quot;much stronger&amp;quot; or &amp;quot;extremely stronger&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;assess overall=&amp;quot;$target overall&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Typical reaction to catch the response to this would be as shown in the example below. $target is used here to make sure the correct assessment is matched to the same target. A npc will&lt;br /&gt;
not react if the target has changed before the response is received.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;react event=&amp;quot;assess equal&amp;quot; type=&amp;quot;$target overall&amp;quot; .../&amp;gt;&lt;br /&gt;
      &amp;lt;react event=&amp;quot;assess weaker&amp;quot; type=&amp;quot;$target overall&amp;quot; .../&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Auto Memorize Operation ==&lt;br /&gt;
(Net load: 1, CPU Load 1)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|types&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|Comma separated list of types. &amp;quot;all&amp;quot;, can be used to memorize everything to all.&lt;br /&gt;
|-&lt;br /&gt;
|enable&lt;br /&gt;
|bool&lt;br /&gt;
|true&lt;br /&gt;
|Enables or disables the types.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Auto memorize is a way to turn on and off memorizing of perception. This will be memorize without actually needing to react to thees. Related to the [[Behavior_Operations#Share_Memories_Operation|Share Memories Operation]].&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;auto_memorize types=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;auto_memorize types=&amp;quot;Hunting Ground,Marked&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;auto_memorize types=&amp;quot;Marked&amp;quot; enable=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
You can use a reaction without a behavior lists to enable the NPC to receive perceptions to be memorized if enabled.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;react type=&amp;quot;location sensed&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Build Operation ==&lt;br /&gt;
(Net load: 1, CPU Load 1)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|pickupable&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|If false the building deployed will not be pickupable by the players&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Build a building as specified bye the NPC&#039;s current held building spot as set by the [[Tribe Scripting]] [[Tribe_Scripting#LocateBuildingSpot|locateBuildingSpot]] function. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;build /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Busy Operation ==&lt;br /&gt;
(Net load: 1, CPU Load 1)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mark a NPC as busy. This will cancle the [[Behavior_Operations#Idle_Operation|Idle Operation]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;busy /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cast Operation ==&lt;br /&gt;
(Net load: 1, CPU Load 1)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|spell&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The name of the spell to cast.&lt;br /&gt;
|-&lt;br /&gt;
|k&lt;br /&gt;
|float&lt;br /&gt;
|1.0&lt;br /&gt;
|The kFactor to use when casting the spell.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Cast a spell on the current selected target.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;cast spell=&amp;quot;Flame Strike&amp;quot; k=&amp;quot;3.0&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Change Brain Operation ==&lt;br /&gt;
(Net load: 1, CPU Load 1)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|brain&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The name of the brain to load.&lt;br /&gt;
|-&lt;br /&gt;
|brain&lt;br /&gt;
|reload&lt;br /&gt;
|&lt;br /&gt;
|Reload the standard NPC the brain stored in the sc_npc_definition table.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Change the brain of the current selected target.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;change_brain brain=&amp;quot;Charmed&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Chase Operation ==&lt;br /&gt;
(Net load: 3, CPU Load 3)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The animation to use for the chase.&lt;br /&gt;
|-&lt;br /&gt;
|adaptiv_vel_script&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|A [[NPCClient math script]] used to adjust the adaptivVelocityScale. Additional variables defined for this script is &amp;quot;Distance&amp;quot; to the target of the chase and &amp;quot;AdaptivVelScale&amp;quot; that is the value used to adjust velocity. 1.1 will increase the velocity by 10%.&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|nearest_actor, nearest_npc, nearest_player, owner, target&lt;br /&gt;
|&lt;br /&gt;
|nearest_* is the nearest entity of that type. target is current target.&lt;br /&gt;
|-&lt;br /&gt;
|range&lt;br /&gt;
|float&lt;br /&gt;
|2.0&lt;br /&gt;
|The range to search for target of the chase.&lt;br /&gt;
|-&lt;br /&gt;
|chase_range&lt;br /&gt;
|float&lt;br /&gt;
| -1&lt;br /&gt;
|The range at where the chase should give up and issue a &amp;quot;&amp;lt;target&amp;gt; out of chase&amp;quot; perception. -1 is default to disable the max range check.&lt;br /&gt;
|-&lt;br /&gt;
|offset&lt;br /&gt;
|float&lt;br /&gt;
|0.5&lt;br /&gt;
|The distance to stop before the target of the chase. [[NPC Variables]] will be replaced. Expressions will be resolved. See [[Behavior_Offset|Offset]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|offset_angle&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|Size of the arc used to distribute the chase when approaching the target. The angle is in degrees.&lt;br /&gt;
|-&lt;br /&gt;
|offset_relative_heading&lt;br /&gt;
|bool&lt;br /&gt;
|false&lt;br /&gt;
|Make the offset relative to the target heading. [[NPC Variables]] will be replaced. See [[Behavior_Offset|Offset]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|vel&lt;br /&gt;
|float,$WALK,$RUN&lt;br /&gt;
|Default is to use the velocity from the behavior.&lt;br /&gt;
|The velocity to use when chasing.&lt;br /&gt;
|-&lt;br /&gt;
|ang_vel&lt;br /&gt;
|float&lt;br /&gt;
|&lt;br /&gt;
|0 is to use the default from the behavior.&lt;br /&gt;
|-&lt;br /&gt;
|collision&lt;br /&gt;
|string&lt;br /&gt;
|collision&lt;br /&gt;
|The name of the perception to be used when a collision perception is to be fired.&lt;br /&gt;
|-&lt;br /&gt;
|out_of_bounds&lt;br /&gt;
|string&lt;br /&gt;
|out of bounds&lt;br /&gt;
|The name of the perception to be used when a out of bounds perception is to be fired.&lt;br /&gt;
|-&lt;br /&gt;
|in_bounds&lt;br /&gt;
|string&lt;br /&gt;
|in bounds&lt;br /&gt;
|The name of the perception to be used when a in bound perception is to be fired.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Chasing a player is one example where both turning and moving at the same time are required to&lt;br /&gt;
give a realistic effect to the behavior. We have &amp;lt;move&amp;gt; and &amp;lt;rotate&amp;gt; but this one does them&lt;br /&gt;
together and intelligently to follow a targeted player or entity. Normally, this will be used to get&lt;br /&gt;
npc’s to chase after players if players run away during a fight.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;chase type=&amp;quot;target&amp;quot; anim=&amp;quot;walk&amp;quot; range=”2” /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this example, the npc will play the animation called “walk” while moving and turning as&lt;br /&gt;
appropriate to reduce his range to his most hated enemy. Of course, he is limited by his speed and&lt;br /&gt;
if the player can run faster than he can chase, he will never catch the player. An &amp;quot;&amp;lt;target&amp;gt; out of chase&amp;quot; perception&lt;br /&gt;
will be fired in this case.&lt;br /&gt;
&lt;br /&gt;
The “type” attribute of the operation can be either “enemy” as shown here, “owner” to follow the&lt;br /&gt;
NPC’s owner around, or “nearest” to chase after the nearest player at the time the operation was&lt;br /&gt;
initiated. This operation will continue until interrupted by another behavior or until the distance to&lt;br /&gt;
the target from the npc is less than the range specified. (2 is the default if no range is specified.)&lt;br /&gt;
This operation sends DR messages whenever it turns or changes course, plus the DR messages to&lt;br /&gt;
start the forward motion and animation, and to stop them. The CPU load is somewhat heavy&lt;br /&gt;
because CD must be performed as the npc is chasing, since his path is not predetermined.&lt;br /&gt;
&lt;br /&gt;
== Circle Operation ==&lt;br /&gt;
(Net load: 3, CPU Load: 2)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The animation to use for the operation.&lt;br /&gt;
|-&lt;br /&gt;
|radius&lt;br /&gt;
|float&lt;br /&gt;
|Mandatory, no default value&lt;br /&gt;
|Radius to move NPC around with.&lt;br /&gt;
|-&lt;br /&gt;
|angle&lt;br /&gt;
|float&lt;br /&gt;
|2PI&lt;br /&gt;
|The angle to move. Calculated if 0 and duration not 0.&lt;br /&gt;
|-&lt;br /&gt;
|duration&lt;br /&gt;
|float&lt;br /&gt;
|0&lt;br /&gt;
|The duration to move in circle. Calculated if 0. &lt;br /&gt;
|-&lt;br /&gt;
|ang_vel&lt;br /&gt;
|float&lt;br /&gt;
|&lt;br /&gt;
|The angular velocity to use when moving in the circle. Calculated if 0.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Moving the NPC around in a circle. The following example will move the npc around using the velocity defined in the behavior in one complete circle in 10 sec.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;circle anim=&amp;quot;walk&amp;quot; radius=”2” duration=&amp;quot;10&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Control Operation ==&lt;br /&gt;
(Net load: 3, CPU Load: 2)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Take control of an player an move with the player.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;control /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Copy_Locate Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 1)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|source&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory, no default value&lt;br /&gt;
|The source locate to copy from.&lt;br /&gt;
|-&lt;br /&gt;
|destination&lt;br /&gt;
|float&lt;br /&gt;
|Mandatory, no default value&lt;br /&gt;
|The destination locate to copy to.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Copy one locate from source to destination. Built in function like Wander and Navigate use the Active locate.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;locate obj=&amp;quot;some thing&amp;quot; destination=&amp;quot;SpecialPlace&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;copy_locate source=&amp;quot;SpecialPlace&amp;quot; destination=&amp;quot;Active&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Debug Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|level&lt;br /&gt;
|int&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The level of debug to turn on for current NPC.&lt;br /&gt;
|-&lt;br /&gt;
|exclusive&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|Will set on exclusive logging for this NPC.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Turn on and of debug printouts on the server console. Used for debuging of script operations. Level 1-4 Only the biggest events, 5-9 Medium number of events, 10-15 and more is maximum output.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;debug level=”2” /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dequip Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|slot&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The slot to dequip an move back into inventory.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dequip an item held by the NPC in the given slot.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;dequip slot=&amp;quot;righthand&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drop Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|slot&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The slot from which the item is to be dropped.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This operation allows an NPC to drop an item he has in inventory on the ground.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;drop slot=&amp;quot;lefthand&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Eat Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|resource&lt;br /&gt;
|string,tribe:wealth&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The resource to reward the tribe when eating.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Simple simulation that the tribe would gain things like flesh from eating at a dead entity withing a range of 1.0. The tribe wealth resource would be read from the wealt_resource_name field in the [[NPC_Behavior_Data_Structures#tribes#tribes|tribes]] table.&lt;br /&gt;
 &lt;br /&gt;
  Ex: &amp;lt;eat resource=&amp;quot;tribe:wealth&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;eat resource=&amp;quot;Flesh&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Emote Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|cmd&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The emote cmd to be used as defined in the emote.xml file. Including leading /.&lt;br /&gt;
|}&lt;br /&gt;
This operation allows an NPC to do an emotion.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;emote cmd=&amp;quot;/greet&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Equip Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|item&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The name of the item to equip&lt;br /&gt;
|-&lt;br /&gt;
|slot&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The sloot to dquip the item in&lt;br /&gt;
|-&lt;br /&gt;
|count&lt;br /&gt;
|int&lt;br /&gt;
|1&lt;br /&gt;
|The number of items to equip. Will be forced to at least 1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Equip one item from inventory into the given slot.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;equip item=&amp;quot;Sword&amp;quot; slot=&amp;quot;righthand&amp;quot; count=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hate List Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|delta&lt;br /&gt;
|float&lt;br /&gt;
|&lt;br /&gt;
|Add delta to hate list.&lt;br /&gt;
|-&lt;br /&gt;
|absolute&lt;br /&gt;
|float&lt;br /&gt;
|&lt;br /&gt;
|Set the hate value.&lt;br /&gt;
|-&lt;br /&gt;
|max&lt;br /&gt;
|float&lt;br /&gt;
|&lt;br /&gt;
|Hate should have a max value&lt;br /&gt;
|-&lt;br /&gt;
|min&lt;br /&gt;
|float&lt;br /&gt;
|&lt;br /&gt;
|Hate should have a min value&lt;br /&gt;
|-&lt;br /&gt;
|perception&lt;br /&gt;
|bool&lt;br /&gt;
|false&lt;br /&gt;
|Use perception instead of target to find target. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adjust the hate list for an npc. The current target or perception target is the target entry for the adjustment.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;hate_list delta=&amp;quot;0.5&amp;quot; max=&amp;quot;10.0&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;locate obj=&amp;quot;perception&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;hate_list absolute=&amp;quot;5.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
      Is equvivalent with:&lt;br /&gt;
  &lt;br /&gt;
      &amp;lt;hate_list perception=&amp;quot;yes&amp;quot; absolute=&amp;quot;5.0&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Idle Operation ==&lt;br /&gt;
(Net load: 1, CPU Load 1)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mark a NPC as idle. This operation cancle the [[Behavior_Operations#Busy_Operation|Busy operation]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;idle /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Invisible Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|}&lt;br /&gt;
No parameters.&lt;br /&gt;
&lt;br /&gt;
This operation makes the NPC invisible through the toggle visibility command. See [[Behavior_Operations#Visible_Operation|Visible Operation]].&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;invisible /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Locate Operation ==&lt;br /&gt;
(Net load: 0, CPU Load 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|obj&lt;br /&gt;
|See table below.&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The object to locate. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|failure&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|A perception to fire if fails to locate the given obj.&lt;br /&gt;
|-&lt;br /&gt;
|static&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|For location the search could be made static. Se description for more details.&lt;br /&gt;
|-&lt;br /&gt;
|range&lt;br /&gt;
|float&lt;br /&gt;
| -1&lt;br /&gt;
|The maximum range to locate within. -1 represents infinite.&lt;br /&gt;
|-&lt;br /&gt;
|random&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|If true a random return within the radius will be made. Otherwise the nearest entry will be returned.&lt;br /&gt;
|-&lt;br /&gt;
|outside_region&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Set this to true if the locate operation should consider entities outside region as well if a region is defined. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|invisible&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Set this to true if the locate operation should consider invisible objects&lt;br /&gt;
|-&lt;br /&gt;
|invincible&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Set this to true if the locate operation should consider invincible objects.&lt;br /&gt;
|-&lt;br /&gt;
|destination&lt;br /&gt;
|string&lt;br /&gt;
|Active&lt;br /&gt;
|Set the destination [[NPC locate location]]. [[NPC Variables]] will be replaced.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Obj can be one of the following:&lt;br /&gt;
{|&lt;br /&gt;
!obj&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;string&amp;gt;&lt;br /&gt;
|Locate a location. This is the default if none of the following obj types is matched.&lt;br /&gt;
|-&lt;br /&gt;
|actor&lt;br /&gt;
|Located nearest actor&lt;br /&gt;
|-&lt;br /&gt;
|building_spot&lt;br /&gt;
|Locate a building spot from the npc&#039;s building spot.&lt;br /&gt;
|-&lt;br /&gt;
|dead&lt;br /&gt;
|Nearest dead actor&lt;br /&gt;
|-&lt;br /&gt;
|entity:name:&amp;lt;name&amp;gt;&lt;br /&gt;
|Entity with given name&lt;br /&gt;
|-&lt;br /&gt;
|entity:pid:&amp;lt;pid&amp;gt;&lt;br /&gt;
|Entity with given pid&lt;br /&gt;
|-&lt;br /&gt;
|friend&lt;br /&gt;
|Nearest visible friend (NPC)&lt;br /&gt;
|-&lt;br /&gt;
|local_region&lt;br /&gt;
|Locate region in current sector.&lt;br /&gt;
|-&lt;br /&gt;
|ownbuffer&lt;br /&gt;
|Locate the own buffer.&lt;br /&gt;
|-&lt;br /&gt;
|owner&lt;br /&gt;
|Locate the owner, if this NPC is owned (Pets and stuff)&lt;br /&gt;
|-&lt;br /&gt;
|perception&lt;br /&gt;
|The location of the last received perception.&lt;br /&gt;
|-&lt;br /&gt;
|player&lt;br /&gt;
|Nearest player&lt;br /&gt;
|-&lt;br /&gt;
|point&lt;br /&gt;
|Random point&lt;br /&gt;
|-&lt;br /&gt;
|region&lt;br /&gt;
|Locate a random point within the region of the NPC.&lt;br /&gt;
|-&lt;br /&gt;
|self&lt;br /&gt;
|Locate your self&lt;br /&gt;
|-&lt;br /&gt;
|spawn&lt;br /&gt;
|Spawn location of the npc.&lt;br /&gt;
|-&lt;br /&gt;
|target&lt;br /&gt;
|Locate a target. The target will be the most hated from the NPC [[hate list]].&lt;br /&gt;
|-&lt;br /&gt;
|tribe:home&lt;br /&gt;
|Locate the npcs [[Tribes|tribe]] home place.&lt;br /&gt;
|-&lt;br /&gt;
|tribe:memory:string&lt;br /&gt;
|Locate something from the [[Tribes]] memory. See the [[Behavior_Operations#ShareMemories_Operation|ShareMemories]] and [[Behavior_Operations#Memorize_Operation|Memorize]] operation.&lt;br /&gt;
|-&lt;br /&gt;
|tribe:resource&lt;br /&gt;
|Locate a resource location from the memory of the [[Tribes|tribe]].&lt;br /&gt;
|-&lt;br /&gt;
|tribe:target&lt;br /&gt;
|Locate the most hated target for this tribe. The target will be the most hated from all the NPCs [[hate list]] in the tribe.&lt;br /&gt;
|-&lt;br /&gt;
|waypoint&lt;br /&gt;
|Will locate a waypoint.&lt;br /&gt;
|-&lt;br /&gt;
|waypoint:group:string&lt;br /&gt;
|Locate a waypoint from a given group&lt;br /&gt;
|-&lt;br /&gt;
|waypoint:name:string&lt;br /&gt;
|Locate a waypoint by name.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This operation is one of the more flexible and crucial operations in npc scripting. It allows the&lt;br /&gt;
scripter to have his npc “find” a certain thing or type of thing, and remember that location for other&lt;br /&gt;
scripting commands later such as turning, moving or attacking. The operation will store the position&lt;br /&gt;
found in the NPCs as active postion and calcualte the neares waypoint and store that in the active_waypoint.&lt;br /&gt;
For location it is possible to make the first search a static search. So that the first time the npc&lt;br /&gt;
do this operation it could search for a &amp;quot;Baker&amp;quot; location. The next time the operation is used it will&lt;br /&gt;
use the results of the first time even if there might be Bakers closer at that time.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;locate obj=&amp;quot;perception&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;locate obj=&amp;quot;target&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;locate obj=&amp;quot;furnace&amp;quot; range=&amp;quot;50&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;locate obj=&amp;quot;waypoint&amp;quot; failure=&amp;quot;no waypoint found&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example 1 finds the last perception received by the current npc and sets the active target location to&lt;br /&gt;
the location of that perception. This allows npcs who receive “Talk” perceptions to turn to face the&lt;br /&gt;
person talking to them. It allows npcs who have a spell cast on them to turn to face the caster, and&lt;br /&gt;
so on.&lt;br /&gt;
&lt;br /&gt;
Example 2 finds the location of the currently active “enemy” of the NPC, which is the entity with&lt;br /&gt;
the highest score on the NPC’s [[hate list]], and sets that location as the active target location for other&lt;br /&gt;
operations. This allows NPCs to turn to face the person they are attacking, chase attackers who are&lt;br /&gt;
retreating, etc.&lt;br /&gt;
&lt;br /&gt;
Example 3 uses predefined lists of named location types to find the closest one to the npc and sets&lt;br /&gt;
the active target location to the coordinates specified there. This is the most subtle of the 3, and in&lt;br /&gt;
some ways the most powerful so it deserves more discussion. Consider the following pictures:&lt;br /&gt;
&lt;br /&gt;
http://www.planeshift.it/download/docs/npc_pic1.png&lt;br /&gt;
&lt;br /&gt;
Here we have two blacksmith shops with similar items but different layouts. They might be side by&lt;br /&gt;
side or they might be in entirely different cities. LocTypes specify a list of Anvil locations, or a list&lt;br /&gt;
of Furnace locations, as marked by the stars on these pictures. When Example 3 says to locate the&lt;br /&gt;
nearest furnace, an NPC in smithy #1 will find his furnace while the NPC in smithy #2 will find his&lt;br /&gt;
own furnace. They will be able to share one script for moving between these points and acting like&lt;br /&gt;
a real blacksmith in their own location, even though they are in totally different smithy shops.&lt;br /&gt;
&lt;br /&gt;
This will become even more important when we implement player housing and player shops. It&lt;br /&gt;
will be possible with the scripts we have already today for a player to build the blacksmith shop of&lt;br /&gt;
his own design and for him to hire an npc smith to come work in that shop. The Smith NPC he&lt;br /&gt;
hired will be able to “know” how to get around the player’s shop magically.&lt;br /&gt;
&lt;br /&gt;
Something intended to be supported here but not actually implemented yet was the ability to locate&lt;br /&gt;
named objects or entities as well, so an NPC could locate a sword someone dropped on the ground&lt;br /&gt;
and things like this. Better integration with the entity system and perhaps integration with data&lt;br /&gt;
from the maps themselves rather than externally generated lists of points could make this even more&lt;br /&gt;
powerful.&lt;br /&gt;
&lt;br /&gt;
== Loop Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|iterations&lt;br /&gt;
|int&lt;br /&gt;
|0&lt;br /&gt;
|Number of iterations to do in this loop. No iterations attribute or a value of -1 is loop forever.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This operation allows you to loop a section of your script a certain number of times. This is mostly&lt;br /&gt;
useful for city npcs such as smiths and tavern barkeeps. Behaviors in general will loop if not&lt;br /&gt;
replaced by another behavior, but if you want subloops within the script, this is an easy way to do it.&lt;br /&gt;
&lt;br /&gt;
Ex:&lt;br /&gt;
  &amp;lt;loop iterations=&amp;quot;20&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;locate obj=&amp;quot;fire&amp;quot; range=&amp;quot;10&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;navigate anim=&amp;quot;walk&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;wait anim=&amp;quot;stand&amp;quot; duration=&amp;quot;30&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;locate obj=&amp;quot;anvil&amp;quot; range=&amp;quot;10&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;navigate anim=&amp;quot;walk&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;wait anim=&amp;quot;hammer&amp;quot; duration=&amp;quot;20&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;/loop&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this example, the blacksmith is scripted to walk back and forth between his fire and his anvil 20&lt;br /&gt;
times before moving on to the next operation in his script to act like a blacksmith.&lt;br /&gt;
&lt;br /&gt;
This operation does not affect the network at all and does not have CPU overhead.&lt;br /&gt;
&lt;br /&gt;
== Melee Operation ==&lt;br /&gt;
(Net load: 1, CPU Load: 2)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|seek_range&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|The range to search for new targets in melee&lt;br /&gt;
|-&lt;br /&gt;
|melee_range&lt;br /&gt;
|float[0.5-3.0] &lt;br /&gt;
|3.0&lt;br /&gt;
|The range where melee can be done. Max 3.0 to prevent npc/server conflicts.&lt;br /&gt;
|-&lt;br /&gt;
|attack_type&lt;br /&gt;
|string&lt;br /&gt;
|default&lt;br /&gt;
|The name of a special attack defined in the &#039;attacks&#039; table. If this attribute is not set an ordinary attack will be queued. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|stance&lt;br /&gt;
|string&lt;br /&gt;
|normal&lt;br /&gt;
|The stance to use when attacking. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|tribe&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|When set to true the tribe [[hate list]] will be used to select target. If true and NPC not member of a tribe the NPC [[hate list]] will be used as a fall back. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|outside_region&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Set to true to fight even outside region if a region is defined. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|invisible&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Will melee operation fight invisible entities&lt;br /&gt;
|-&lt;br /&gt;
|invincible&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Will melee operation fight invincible entities.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;melee&amp;gt; operation handles starting and ending fights for the NPC. It finds the most hated&lt;br /&gt;
enemy in range and tells the server to attack him. If there is no enemy in range, it finds the nearest&lt;br /&gt;
enemy that it does hate and prepares to chase him.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;melee seek_range=&amp;quot;10&amp;quot; melee_range=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The “melee_range” attribute specifies how far away the enemies can be while still fighting without&lt;br /&gt;
the npc needing to move. 3 meters is the maximum of how far away a player can be to hit the npc&lt;br /&gt;
also, so in most cases this is a good value. The “seek_range” specifies how far around himself the&lt;br /&gt;
npc should look for other enemies if none are found within the melee_range. If there are no&lt;br /&gt;
enemies within the seek_range, the npc starts to calm down and his current behavior (making his&lt;br /&gt;
‘melee’ operation active) is lowered in priority. If an enemy is found within the seek_range, the&lt;br /&gt;
NPC’s active enemy is set to this found person so the &amp;lt;chase type=”enemy”&amp;gt; operation can run&lt;br /&gt;
after him.&lt;br /&gt;
&lt;br /&gt;
This operation’s only network load is informing the server of its melee target and attack mode, and&lt;br /&gt;
switching these occasionally as people die, etc. The CPU load is in periodically (2x per second)&lt;br /&gt;
checking the [[hate list]] for the NPC to make sure the most hated person is being fought. If no one on&lt;br /&gt;
the [[hate list]] is within the melee range, a more expensive operation is done to find any hated people&lt;br /&gt;
within the seek_range, but this operation isn’t performed very often.&lt;br /&gt;
&lt;br /&gt;
See the NPC [[hate list]] for further details about the [[hate list]].&lt;br /&gt;
&lt;br /&gt;
== Memorize Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
Tribe operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|}&lt;br /&gt;
No Parameters.&lt;br /&gt;
&lt;br /&gt;
This is an operation that only will have effect for tribe members. The NPC will memorize the current perception as a private memory.&lt;br /&gt;
See the [[Behavior_Operations#Share_Memories_Operation|Share Memories Operation]] for how to make the memories known to other members of the tribe.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;memorize /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Move Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 5) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The animation to use when moving.&lt;br /&gt;
|-&lt;br /&gt;
|duration&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|The duration this move should have. The default is probably no good. &lt;br /&gt;
|-&lt;br /&gt;
|vel&lt;br /&gt;
|float,$WALK,$RUN&lt;br /&gt;
|Default is to use the velocity from the behavior.&lt;br /&gt;
|The velocity to use when moving.&lt;br /&gt;
|-&lt;br /&gt;
|ang_vel&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|By defining a ang_vel the movement will be much like the [[Behavior_Operations#Circle_Operation|Circle Operation]].&lt;br /&gt;
|-&lt;br /&gt;
|collision&lt;br /&gt;
|string&lt;br /&gt;
|collision&lt;br /&gt;
|The name of the perception to be used when a collision perception is to be fired.&lt;br /&gt;
|-&lt;br /&gt;
|out_of_bounds&lt;br /&gt;
|string&lt;br /&gt;
|out of bounds&lt;br /&gt;
|The name of the perception to be used when a out of bounds perception is to be fired.&lt;br /&gt;
|-&lt;br /&gt;
|in_bounds&lt;br /&gt;
|string&lt;br /&gt;
|in bounds&lt;br /&gt;
|The name of the perception to be used when a in bound perception is to be fired.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The most basic behavior operation in npcclient is &amp;lt;move&amp;gt;. It simply tells the npc to move forward&lt;br /&gt;
at a certain speed in the direction he is currently pointing, and to play a named animation while&lt;br /&gt;
doing so.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;move vel=&amp;quot;1&amp;quot; anim=&amp;quot;walk&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;move anim=&amp;quot;walk&amp;quot; vel=&amp;quot;$WALK&amp;quot; out_of_bounds=&amp;quot;move_outside_region&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This operation has no preset end or duration, so it will go until the behavior is preempted by another&lt;br /&gt;
higher priority behavior such as the one to turn, triggered by a collision perception. (See the next&lt;br /&gt;
section for a more detailed explanation of how behaviors pre-empt each other and change&lt;br /&gt;
priorities.)&lt;br /&gt;
&lt;br /&gt;
This operation has low networking overhead since all it does is trigger a single Dead Reckoning&lt;br /&gt;
(DR) update to start the forward motion. It does have CPU overhead during the entire duration of it&lt;br /&gt;
running though, since there is no way for npcclient to know what it might hit along this path. Every&lt;br /&gt;
500msec this operation wakes up and checks its latest movement for collisions, generating a&lt;br /&gt;
perception called “collision” for the behavior script to react to. Also at each 500msec checkpoint,&lt;br /&gt;
it checks the owner NPC’s region setting (such as “sunny meadow” in the example above), and if&lt;br /&gt;
there is a region specifed, the operation checks its current position to make sure the NPC is still “in&lt;br /&gt;
bounds”. If the NPC has made it outside the region in the last half second, it fires a perception&lt;br /&gt;
called “out of bounds”. It will not fire another “out of bounds” perception until an “in bounds”&lt;br /&gt;
perception has been detected.&lt;br /&gt;
&lt;br /&gt;
== MovePath Operation ==&lt;br /&gt;
(Net load: 2, CPU Load: 3) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|path&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The name of the path to use for the movement.&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The name of the animation to use for this movement&lt;br /&gt;
|-&lt;br /&gt;
|direction&lt;br /&gt;
|FORWARD,REVERSE&lt;br /&gt;
|FORWARD&lt;br /&gt;
|The direction to move along the path&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This operation tell the NPC to move in a predefined path. The path is a named entity in the path network. &lt;br /&gt;
From a start waypoint to and end waypoint with any number of path points in between. The path will either&lt;br /&gt;
be followed in the forward or reverse direction. Upon start of this the npc will be forced to the&lt;br /&gt;
start position of the path. The following example will move the NPC the reverse path to the clock tower.&lt;br /&gt;
  Ex: &amp;lt;movepath path=&amp;quot;Clock Tower&amp;quot; direction=&amp;quot;REVERSE&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;behavior &amp;quot;Ring the Clock&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;movepath path=&amp;quot;Clock Tower&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;wait anim=&amp;quot;Ring the Clock&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;movepath path=&amp;quot;Clock Tower&amp;quot; direction=&amp;quot;REVERSE&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/behavior&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Current implementation will extrapolate on the server and send updates to the client.&lt;br /&gt;
&lt;br /&gt;
The following old description isn&#039;t quite in line with current implementation. Sure it should be possible&lt;br /&gt;
to send the path to the client and do the math there. Suggest to include that as a option to the current&lt;br /&gt;
implementation. With today implementation the movement could be interrupted and it will stop when finished&lt;br /&gt;
with the path. To get the looping behavior either the behavior should be set to looping or a loop should&lt;br /&gt;
be created.&lt;br /&gt;
&lt;br /&gt;
--Start old description:&lt;br /&gt;
&lt;br /&gt;
This operation is another very easy one: &amp;lt;movepath&amp;gt;. It tells the npc to set its preset path to a 3d&lt;br /&gt;
spline specified in another file by name. Each client will take care of playing the right animations&lt;br /&gt;
along the spline as the npc progresses. The intent of this operation was really simply for birds to be&lt;br /&gt;
able to fly through the air as decoration rather than any gameplay reason. Aside from birds, most&lt;br /&gt;
creatures do not follow 3d spline paths in their normal behaviors.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;movepath path=&amp;quot;bird1&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This operation has no present end or duration, and will actually loop if not stopped by another&lt;br /&gt;
behavior.&lt;br /&gt;
&lt;br /&gt;
This operation has almost no network overhead, as the packed bytes of the spline are sent 1 time&lt;br /&gt;
across the network to anyone needing to see this npc, and no other network activity happens until&lt;br /&gt;
the &amp;lt;movepath&amp;gt; operation is interrupted.&lt;br /&gt;
&lt;br /&gt;
This operation also has almost zero CPU overhead, because there is no collision detection and no&lt;br /&gt;
bounds checking on this type of movement. The reasoning is that since predefined paths are being&lt;br /&gt;
followed, it is up to the designer/scripter to ensure that the path goes where they want it to and does&lt;br /&gt;
not hit anything along the way.&lt;br /&gt;
&lt;br /&gt;
--End old description&lt;br /&gt;
&lt;br /&gt;
== MoveTo Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 3) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|x&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|X-coordinate to move to&lt;br /&gt;
|-&lt;br /&gt;
|y&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|Y-coordinate to move to&lt;br /&gt;
|-&lt;br /&gt;
|z&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|Z-coordinate to move to&lt;br /&gt;
|-&lt;br /&gt;
|vel&lt;br /&gt;
|float,$WALK,$RUN&lt;br /&gt;
|Default is to use the velocity from the behavior.&lt;br /&gt;
|The velocity to use when moving.&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The name of the animation to use&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This operation tells the npc to turn and face a certain point in&lt;br /&gt;
3d space, then move in a straight line to that location at a certain speed. The turn is not animated,&lt;br /&gt;
so if you want an animated turn, you need a &amp;lt;rotate&amp;gt; op in front of this (see below). &amp;lt;moveto&amp;gt; also&lt;br /&gt;
specifies an animation name to play while performing this move.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;moveto x=&amp;quot;-38&amp;quot; y=&amp;quot;0&amp;quot; z=&amp;quot;-169&amp;quot; anim=&amp;quot;walk&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When this operation is executed, the angle necessary to point in the right direction towards this 3d&lt;br /&gt;
coordinate is calculated and the DR message to start the anim, start the movement and set the&lt;br /&gt;
rotation angle so it will look correct is sent. Then the operation calculates the time it will take to&lt;br /&gt;
traverse the distance at the specified speed and suspends itself for that length of time before waking&lt;br /&gt;
up and completing. Thus, this operation has zero processing during these ½ second update&lt;br /&gt;
opportunities. No CD checking is done and no bounds checking is done.&lt;br /&gt;
&lt;br /&gt;
When the operation wakes up a few seconds later, the &amp;lt;moveto&amp;gt; is considered complete, and&lt;br /&gt;
npcclient sends another DR message to stop the movement.&lt;br /&gt;
&lt;br /&gt;
While this operation is very cheap, it is also not very flexible because the coordinates are in the&lt;br /&gt;
NPCType and not in the NPC. Thus any NPC using this NPC Type with this command in it is&lt;br /&gt;
going to have to be willing to move to this exact 3d coordinate.&lt;br /&gt;
&lt;br /&gt;
== Navigate Operation ==&lt;br /&gt;
(Net load: 1, CPU Load 1) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The animation to use in the navigation.&lt;br /&gt;
|-&lt;br /&gt;
|failure&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The perception to fire if the operation fails.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;navigate&amp;gt; operation is a placeholder right now and is simpler than it will be in the future. It is&lt;br /&gt;
designed to work with &amp;lt;locate&amp;gt; and it moves the NPC in a straight line to the target location found&lt;br /&gt;
by the &amp;lt;locate&amp;gt; operation.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;navigate anim=&amp;quot;walk&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The only thing the operation specifies is the animation to play while moving. It works much like&lt;br /&gt;
&amp;lt;moveto&amp;gt; but uses the locate target destination instead of a single fixed location. The only network&lt;br /&gt;
overhead are the Start and Stop DR messages, and the only CPU overhead is calculating how long&lt;br /&gt;
to sleep between starting and stopping.&lt;br /&gt;
&lt;br /&gt;
For more complex movement the [[Behavior_Operations#Wander_Operation|Wander Operation]] should be&lt;br /&gt;
used that will use the path network to navigate. Though if there are no path directly to the location&lt;br /&gt;
to where the NPC should go a combination of Wander and Navigate could be used. Like this example&lt;br /&gt;
where wander is used to navigate using waypoints and navigate is used navigate into the exact&lt;br /&gt;
position of the tavern.&lt;br /&gt;
&lt;br /&gt;
  Ex &amp;lt;locate obj=&amp;quot;tavern&amp;quot; static=&amp;quot;yes&amp;quot; random=&amp;quot;yes&amp;quot; range=&amp;quot;800&amp;quot; &amp;gt; &amp;lt;!-- Locate my favorite tavern --&amp;gt;&lt;br /&gt;
     &amp;lt;wander /&amp;gt; &lt;br /&gt;
     &amp;lt;navigate /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== NOP Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
This is a no operation operation. It does absolutely nothing, though each behavior needs to have a set of operations, if nothing else insert this nop operation.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;nop /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Percept Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|event&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The name of the perception event to fire. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|target&lt;br /&gt;
|self,tribe,all,target&lt;br /&gt;
|self&lt;br /&gt;
|The recipient of this perception&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|string&lt;br /&gt;
|(null)&lt;br /&gt;
|The perception type. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|range&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|If set to something greater than 0.0 this perception will only be delivered if within that range.&lt;br /&gt;
|-&lt;br /&gt;
|condition&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|A [[NPCClient math script]] that if set will be evaluated and any non zero return value will cause the perception event to be fired.&lt;br /&gt;
|-&lt;br /&gt;
|failed_event&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The event to percept if the condition fail. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|delayed&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|The amount of time to delay before the perception is fired. [[NPC Variables]] will be replaced.&lt;br /&gt;
|}&lt;br /&gt;
This operation allows an NPC to fire a custom [[Behaviors_and_Reactions#Perceptions|perception]] to himself.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;percept event=&amp;quot;done wandering&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;percept event=&amp;quot;need help&amp;quot; target=&amp;quot;tribe&amp;quot; range=&amp;quot;50&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;percept event=&amp;quot;GoToSleep&amp;quot; condition=&amp;quot;DiurnalNight&amp;quot; delayed=&amp;quot;10&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pickup Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|obj&lt;br /&gt;
|string,perception&lt;br /&gt;
|perception&lt;br /&gt;
|The object to pick up. (Only perception implemented)&lt;br /&gt;
|-&lt;br /&gt;
|count&lt;br /&gt;
|int&lt;br /&gt;
|1&lt;br /&gt;
|Number of objects to pick up&lt;br /&gt;
|-&lt;br /&gt;
|equip&lt;br /&gt;
|slot&lt;br /&gt;
|&lt;br /&gt;
|name of slot to equip the item in (Not implemented)&lt;br /&gt;
|}&lt;br /&gt;
This operation allows an NPC to pickup an item he finds on the ground, and optionally equip(Not implemented) it if he can use it. Only objects that are pickable will be picked up.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;pickup obj=&amp;quot;perception&amp;quot; count=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;pickup obj=&amp;quot;perception&amp;quot; equip=&amp;quot;righthand&amp;quot; /&amp;gt; (Not Implemented)&lt;br /&gt;
&lt;br /&gt;
== Release Control Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Release the control of a player.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;release_control /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Reproduce Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
Tribe operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The tribe member type for this. [[NPC Variables]] will be replaced.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The reproduce operation will spawn the target with the type given. Tribes will use this to create different types of members (See: [[Tribe_Scripting#Select|Select]] statement in [[Tribe Scripting]]).&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;reproduce type=&amp;quot;Warrior&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make make a copy of your self&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;locate obj=&amp;quot;self&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;reproduce /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resurrect Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
Tribe operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|}&lt;br /&gt;
No Parameters.&lt;br /&gt;
&lt;br /&gt;
This operation will resurrect a tribe member within the radius of tribe home.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;resurrect /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This operation should be placed in an behavior that will be executed for dead NPCs. The reaction should&lt;br /&gt;
as well have the when_dead flag set.&lt;br /&gt;
 &lt;br /&gt;
  Ex: &amp;lt;behavior name=&amp;quot;Resurrect&amp;quot; completion_decay=&amp;quot;200&amp;quot; growth=&amp;quot;0&amp;quot; initial=&amp;quot;0&amp;quot; when_dead=&amp;quot;yes&amp;quot;&amp;gt;&lt;br /&gt;
         &amp;lt;resurrect/&amp;gt;&lt;br /&gt;
      &amp;lt;/behavior&amp;gt;&lt;br /&gt;
      &amp;lt;react event=&amp;quot;tribe:resurrect&amp;quot;    behavior=&amp;quot;Resurrect&amp;quot;     inactive_only=&amp;quot;yes&amp;quot; when_dead=&amp;quot;yes&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Reward Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
Tribe operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|resource&lt;br /&gt;
|string,tribe:wealth&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The resource to reward to the tribe. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|count&lt;br /&gt;
|int&lt;br /&gt;
|1&lt;br /&gt;
|The number of resource to reward.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Will reward a tribe with a resource. Using the special &#039;&#039;tribe:wealth&#039;&#039; keyword will result in a lockup in the tribe for whats the wealth resource.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;reward resource=&amp;quot;Gold Ore&amp;quot; count=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;reward resource=&amp;quot;tribe:wealth&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rotate Operation ==&lt;br /&gt;
(Net load: 1, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|See table below.&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The type of rotation operation to perform.&lt;br /&gt;
|-&lt;br /&gt;
|ang_vel&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|Angular velocity in degree. If 0 the NPC default angular velocity will be used.&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The animation to use for the rotation operation&lt;br /&gt;
|-&lt;br /&gt;
|max&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|For inregion and random a range can be defined.&lt;br /&gt;
|-&lt;br /&gt;
|min&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|For inregion and radom a range can be defined.&lt;br /&gt;
|-&lt;br /&gt;
|value&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|For absolute and relative a value to add in degrees should be given.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|inregion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|random&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|absolute&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|relative&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|locatedest&lt;br /&gt;
|Face in the direciton of the last located position.&lt;br /&gt;
|-&lt;br /&gt;
|locaterotation&lt;br /&gt;
|Face in the direction of the last located rotation angle.&lt;br /&gt;
|-&lt;br /&gt;
|target&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This operation &amp;lt;rotate&amp;gt; can be used to turn to a certain angle, to turn a relative amount, to turn a&lt;br /&gt;
random amount or to turn to face a previously located object. This turn is animated, to give a more&lt;br /&gt;
realistic look.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;rotate type=&amp;quot;random&amp;quot; min=&amp;quot;90&amp;quot; max=&amp;quot;270&amp;quot; anim=&amp;quot;walk&amp;quot; vel=&amp;quot;30&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;rotate type=&amp;quot;locatedest&amp;quot; anim=&amp;quot;walk&amp;quot; vel=&amp;quot;90&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first example here is a random turn of between 90 and 270 degrees from the current heading,&lt;br /&gt;
with an angular velocity of 30 degrees per second, while playing the “walk” animation. 30 degrees&lt;br /&gt;
per second means that the maximum turn of 270 degrees will take the npc 9 seconds.&lt;br /&gt;
&lt;br /&gt;
In the second example, we have already used our &amp;lt;locate&amp;gt; operation to find a point of interest near&lt;br /&gt;
us, and we want to turn to point directly at it. Here a different (faster) angular velocity is specified&lt;br /&gt;
but other angles aren’t necessary because they are implied by the current position of the NPC and&lt;br /&gt;
the located special destination.&lt;br /&gt;
&lt;br /&gt;
This operation requires a DR update to start and stop the rotation, as the only networking overhead.&lt;br /&gt;
CPU overhead is also minimal since npcclient calculates the time required to turn the full amount&lt;br /&gt;
and puts this script to sleep for that many msec until the turn is done, then stops it.&lt;br /&gt;
&lt;br /&gt;
== Script Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|name&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The name of the script&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Run a progression script. Target and Actor env is set for the script at the server.&lt;br /&gt;
  Ex: &amp;lt;script name=&amp;quot;my_script&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sequence Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|name&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The name of the sequence to control&lt;br /&gt;
|-&lt;br /&gt;
|cmd&lt;br /&gt;
|start,stop,loop&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The control of the sequence to issue.&lt;br /&gt;
|-&lt;br /&gt;
|count&lt;br /&gt;
|int&lt;br /&gt;
|1&lt;br /&gt;
|The number of times to loop the sequence.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sequences are defined in the map file. They can be started, stopped, or played a number of time with the loop command. This allow the NPC to interact with large animation of world objects. This&lt;br /&gt;
could be a winch that should run only when manned, a folding bridge or door that open and close etc.&lt;br /&gt;
  Ex: &amp;lt;sequence name=&amp;quot;winch_up&amp;quot; cmd=&amp;quot;start&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Set Buffer Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|buffer&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The name of the buffer.&lt;br /&gt;
|-&lt;br /&gt;
|value&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The value to set for the buffer.&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|npc,tribe&lt;br /&gt;
|npc&lt;br /&gt;
|The type of buffer to set.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Set either a NPC or a Tribe buffer. [[NPC Variables]] $NBUFFER[Buffer] (NPC Buffer) and $TBUFFER[Buffer] (Tribe Buffer) are replaced multiple places with the value of the buffer. &lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;set_buffer buffer=&amp;quot;Building&amp;quot; value=&amp;quot;Small Tent&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Share Memories Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
Tribe operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|}&lt;br /&gt;
No parameters&lt;br /&gt;
&lt;br /&gt;
This operation will share all private memories of the NPC with the tribe. Private memories is created with the [[Behavior_Operations#Memorize_Operation|Memorize Operation]]. They can be retrived by the [[Behavior_Operations#Locate_Operation|Locate Operation]] using tribe:memory:&amp;quot;memory name&amp;quot;. Memories can also be crated using the [[Behavior_Operations#Auto_Memorize_Operation|Auto Memorize Operation]].&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;share_memories /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sit Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|}&lt;br /&gt;
No parameters.&lt;br /&gt;
&lt;br /&gt;
Sit tells the npc to sit down. Use [[Behavior_Operations#Standup_Operation|standup operation]] to stand up again.&lt;br /&gt;
  Ex: &amp;lt;sit /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Standup Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|}&lt;br /&gt;
No parameters.&lt;br /&gt;
&lt;br /&gt;
Standup tells the npc to stand up. Use [[Behavior_Operations#Sit_Operation|sit operation]] to sit down again.&lt;br /&gt;
  Ex: &amp;lt;standup /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Talk Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|target&lt;br /&gt;
|boolean&lt;br /&gt;
|true&lt;br /&gt;
|Talk to current target&lt;br /&gt;
|-&lt;br /&gt;
|text&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The string to send&lt;br /&gt;
|-&lt;br /&gt;
|public&lt;br /&gt;
|boolean&lt;br /&gt;
|true&lt;br /&gt;
|Should this talk go to everyone in range, or only the target if public=false.&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|say,me,my,narrate&lt;br /&gt;
|say&lt;br /&gt;
|The type of talk.&lt;br /&gt;
|-&lt;br /&gt;
|command&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|A perception to send to target if it is a NPC. [[NPC Variables]] will be replaced.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If target is false, this will queue a talk command to the server from the NPC. If target is true and a target exists the same talk command will be sent to the server but a &amp;quot;&#039;&#039;command&#039;&#039;&amp;quot; perception will be sent to the&lt;br /&gt;
target as well. The target will than be able to react to this perception.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;talk target=&amp;quot;true&amp;quot; text=&amp;quot;Kneel in front of me.&amp;quot; command=&amp;quot;kneel&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;talk type=&amp;quot;me&amp;quot; text=&amp;quot;is angry&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;talk target=&amp;quot;true&amp;quot; text=&amp;quot;This message is only for you&amp;quot; public=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Teleport Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Teleport the NPC to the current active location.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;teleport /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Transfer Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|item&lt;br /&gt;
|string,tribe:wealth&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The name of the item to transfer. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|target&lt;br /&gt;
|tribe&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The target for this transfer.&lt;br /&gt;
|-&lt;br /&gt;
|count&lt;br /&gt;
|int&lt;br /&gt;
|-1&lt;br /&gt;
|Number of items to transfer. -1 is all items. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Transfere a number of item from one NPC to the target. &lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;transfer item=&amp;quot;tribe:wealth&amp;quot; target=&amp;quot;tribe&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This example will transfer all of the tribe wealth from the NPC to the tribe.&lt;br /&gt;
&lt;br /&gt;
== Tribe Home Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
Tribe operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|}&lt;br /&gt;
No Parameters.&lt;br /&gt;
&lt;br /&gt;
Move the tribe home to the last active position of the NPC. This operation will issue a &amp;quot;tribe:home moved&amp;quot; perception to all members of the tribe.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;tribe_home /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tribe Type Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
Tribe operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|Change tribe member type.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
No Parameters.&lt;br /&gt;
&lt;br /&gt;
Change the Tribe Member type of the current NPC to the new type.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;tribe_type type=&amp;quot;Queen&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unbuild Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
Tribe operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unbuild a building. The building has to be targeted.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;unbild /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Visible Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|}&lt;br /&gt;
No Parameters.&lt;br /&gt;
&lt;br /&gt;
This operation makes the NPC visible if it where invisible. See [[Behavior_Operations#Invisible_Operation|Invisible Operation]].&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;visible /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wait Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|duration&lt;br /&gt;
|float&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The duration to wait.  [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|random&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|The random duration to wait.  [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The animation to play while waiting.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This operation makes the NPC wait a specified length of time before progressing to the next&lt;br /&gt;
operation. It will loop an animation during this time also for you, so you can use it for crafting&lt;br /&gt;
actions, guard monitoring, or whatever you need that is a timed animated activity.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;wait duration=&amp;quot;30&amp;quot; anim=&amp;quot;stand&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;wait duration=&amp;quot;$NBUFFER[Sit_Duration]&amp;quot; anim=&amp;quot;sit&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This example tells the NPC to play the “stand” animation and do nothing for 30 seconds. This&lt;br /&gt;
requires a network DR message with the specified animation, and another to stop the animation&lt;br /&gt;
when the duration is over. There is almost no CPU required because the script goes to sleep for the&lt;br /&gt;
duration and is woken up automatically at the end.&lt;br /&gt;
&lt;br /&gt;
As with any other scripted operation, this operation can be interrupted if another behavior preempts&lt;br /&gt;
this one from completing. So if an npc is playing the above operation, and just standing there for&lt;br /&gt;
30 seconds, and is attacked by someone, presumably an attack behavior would become top priority&lt;br /&gt;
and the npc would stop waiting and attack back.&lt;br /&gt;
&lt;br /&gt;
This concludes the section on the detailed operations possible with npc scripting today. Now we&lt;br /&gt;
will discuss how these operations work together to define behaviors and how behaviors interact&lt;br /&gt;
with each other.&lt;br /&gt;
&lt;br /&gt;
== Wander Operation ==&lt;br /&gt;
(Net load: 2, CPU Load 1) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The animation to play while wandering.&lt;br /&gt;
|-&lt;br /&gt;
|vel&lt;br /&gt;
|float&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|random&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Turn on never ending random wandering.&lt;br /&gt;
|-&lt;br /&gt;
|underground&lt;br /&gt;
|boolean&lt;br /&gt;
|invalid&lt;br /&gt;
|If not set ignore underground, set true only wander underground, if set false never wander underground waypoints&lt;br /&gt;
|-&lt;br /&gt;
|underwater&lt;br /&gt;
|boolean&lt;br /&gt;
|invalid&lt;br /&gt;
|If not set ignore underwater, set true only wander underwater, if set false never wander underwater waypoints&lt;br /&gt;
|-&lt;br /&gt;
|private&lt;br /&gt;
|boolean&lt;br /&gt;
|invalid&lt;br /&gt;
|If not set ignore private, set true only wander private, if set false never wander private waypoints&lt;br /&gt;
|-&lt;br /&gt;
|public&lt;br /&gt;
|boolean&lt;br /&gt;
|invalid&lt;br /&gt;
|If not set ignore public, set true only wander public, if set false never wander public waypoints.&lt;br /&gt;
|-&lt;br /&gt;
|city&lt;br /&gt;
|boolean&lt;br /&gt;
|invalid&lt;br /&gt;
|If not set ignore city, set true only wander city, if set false never wander city waypoints.&lt;br /&gt;
|-&lt;br /&gt;
|indoor&lt;br /&gt;
|boolean&lt;br /&gt;
|invalid&lt;br /&gt;
|If not set ignore indoor, set true only wander indoor, set false never wander indoor waypoints.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Using random &amp;lt;move&amp;gt; and &amp;lt;rotate&amp;gt; operations works well for creating randomized wandering&lt;br /&gt;
behaviors in open, outdoor spaces and scripters should be using that approach there. However, in tighter, indoor areas like the hydlaa sewers or the dungeon, a more specific type of randomness is required.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;wander&amp;gt; operation makes the npc in question walk between an independently defined set of&lt;br /&gt;
“waypoints”. Each waypoint is a 3d coordinate and a tolerance radius. The radius adds a ‘fuzzy’&lt;br /&gt;
factor so that multiple npcs sharing the same set of waypoints will not all walk to the exact same&lt;br /&gt;
centimeter location. Even in tight locations, a tolerance radius of .5-1m will be a lot better than 0m. Waypoints will be created with the path system available as GM commands.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;wander anim=&amp;quot;walk&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As you see, the only thing specified by the wander operation is the animation to play while&lt;br /&gt;
wandering. The NPC starts by walking to the nearest waypoint to its current location, then follows&lt;br /&gt;
the waypoint choices to decide where to go next. This operation will take the NPC to the current active&lt;br /&gt;
waypoint as selected by the last [[Behavior_Operations#Locate_Operation|Locate Operation]].&lt;br /&gt;
&lt;br /&gt;
Each waypoint have a set off properties. It can be marked as indoor,underground,underwater,private,public, or city.&lt;br /&gt;
If the wander operations in specified with the indoor flag set to true only waypoints with the indoor attribute set to true will be used when wandering. Changing&lt;br /&gt;
waypoint attributes can be done by the GM command /path (TBD, Not impemented yet, has to be done in DB for now).&#039;&lt;br /&gt;
&lt;br /&gt;
Each waypoint is connected with a [[Sc_waypoint_linksTable|path]]. The path has a set of properites like TELEPORT, NO_WANDER, ONEWAY.&lt;br /&gt;
&lt;br /&gt;
This operation is very light on the network because it is all straight-line navigation between known,&lt;br /&gt;
preset points. There is 1 DR update per point hit by the npc. It is also quite light on CPU power&lt;br /&gt;
requirements because the points are known, which means no collision detection has to be done.&lt;br /&gt;
&lt;br /&gt;
One tricky thing about this is that normally non-horizontal walking is accomplished on the client&lt;br /&gt;
with collision detection with the ground/stairs. In order to get the most accurate-looking result on&lt;br /&gt;
the client, the client DOES do collision detection on these npcs. However, npcclient does simple&lt;br /&gt;
linear interpolation between the starting and ending y-coordinates of the 2 waypoints as an&lt;br /&gt;
approximation. Thus the server and client will not have the identical y-coordinate in all cases. This&lt;br /&gt;
should almost never be noticeable, though.&lt;br /&gt;
&lt;br /&gt;
== Watch Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|nearest_actor,nearest_npc,nearest_player,owner,target&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The type of watch to do.&lt;br /&gt;
|-&lt;br /&gt;
|range&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|The watch range. A perception will be generated when watched entity move out of range.&lt;br /&gt;
|-&lt;br /&gt;
|invisible&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Set to true to watch invisible entities.&lt;br /&gt;
|-&lt;br /&gt;
|invincible&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Set to true to watch invincible entities.&lt;br /&gt;
|-&lt;br /&gt;
|search_range&lt;br /&gt;
|float&lt;br /&gt;
|2.0&lt;br /&gt;
|When watching nearest, this range set the limit for how fare that entity can be.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Watch over nearby entities. The &amp;quot;nearest out of range&amp;quot;,&amp;quot;owner out of range&amp;quot;, or &amp;quot;target out of range&amp;quot; perception will be generated when the watched entity move out of range.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;behavior name=&amp;quot;Watch&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;watch type=&amp;quot;owner&amp;quot; range=&amp;quot;3.0&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/behavior&amp;gt;&lt;br /&gt;
      &amp;lt;react event=&amp;quot;owner out of range&amp;quot;   behavior=&amp;quot;follow_chase&amp;quot;  /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this example the NPC will watch the owner. If the owner move out of the watch range 3.0 the &amp;quot;owner out of range&amp;quot; perception will be fired and the new follow_chase behavior will start.&lt;br /&gt;
&lt;br /&gt;
== Work Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|dig,fish,harvest&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The type of work to do&lt;br /&gt;
|-&lt;br /&gt;
|resource&lt;br /&gt;
|string,tribe:wealth&lt;br /&gt;
|Mandatory&lt;br /&gt;
|Resource to work for or by using the keyword tribe:wealth look up in the tribe to find the resource.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Order an NPC to start digging for a resource. The keyword &amp;quot;tribe:wealth&amp;quot; will cause the resource to be looked up in the wealth_resource_nic field in the [[NPC_Behavior_Data_Structures#tribes|tribes]] table if the NPC is part of a tribe.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;work type=&amp;quot;dig&amp;quot; resource=&amp;quot;tribe:wealth&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;work type=&amp;quot;dig&amp;quot; resource=&amp;quot;Gold Ore&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Engine documents]] [[Category:NPCClient Design]] [[Category:NPCClient Scripting]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=ProgressionEvents&amp;diff=20318</id>
		<title>ProgressionEvents</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=ProgressionEvents&amp;diff=20318"/>
		<updated>2014-11-12T14:16:57Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: /* MsgOp */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==AnimalAffinityOp==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==ActionOp==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==CancelOp==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==DestroyOp==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ExperienceOp==&lt;br /&gt;
Adjust the experience of the target.&lt;br /&gt;
&lt;br /&gt;
Syntax:&lt;br /&gt;
  &amp;lt;exp type=&amp;quot;allocate_last&amp;quot; value=&amp;quot;#&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;allocate_type&#039;&#039;&#039; = &amp;quot;allocate_last&amp;quot; means allocate damage last otherwise damage is allocated&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;value&#039;&#039;&#039; = &amp;quot;#&amp;quot; amount of experience to give single player or share with others&lt;br /&gt;
&lt;br /&gt;
==CreateFamiliarOp==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==FactionOp==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==FxOp==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==IfOp==&lt;br /&gt;
This operation allow to asses a condition and execute other operations if the result return true or false. It&#039;s a classic if/then/else operation.&lt;br /&gt;
&lt;br /&gt;
Syntax:&lt;br /&gt;
  &amp;lt;if t=&amp;quot;...&amp;quot;&amp;gt; &lt;br /&gt;
    &amp;lt;then&amp;gt;...&amp;lt;/then&amp;gt; &lt;br /&gt;
    &amp;lt;else&amp;gt;...&amp;lt;/else&amp;gt;&lt;br /&gt;
  &amp;lt;/if&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;t&#039;&#039;&#039; = &amp;quot;...&amp;quot; a mathscript condition to verify.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
Check if &#039;Water Barrier&#039; spell is active on the target and send a message based on that:&lt;br /&gt;
  &amp;lt;if t=&amp;quot;Target:ActiveSpellCount(&#039;Water Barrier&#039;) &amp;amp;lt; 1&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;then&amp;gt;&lt;br /&gt;
      &amp;lt;msg aim=&amp;quot;Target&amp;quot; text=&amp;quot;${Target} is not under Water Barrier spell.&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/then&amp;gt;&lt;br /&gt;
    &amp;lt;else&amp;gt;&lt;br /&gt;
      &amp;lt;msg aim=&amp;quot;Target&amp;quot; text=&amp;quot;${Target} is under Water Barrier spell.&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/else&amp;gt;&lt;br /&gt;
  &amp;lt;/if&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==LetOp==&lt;br /&gt;
This operation allow to setup one or more variable which can be used inside the let operation block.&lt;br /&gt;
&lt;br /&gt;
Syntax:&lt;br /&gt;
  &amp;lt;let vars=&amp;quot;...&amp;quot;/&amp;gt; or &amp;lt;let vars=&amp;quot;...&amp;quot;&amp;gt;...&amp;lt;/let&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;vars&#039;&#039;&#039; = &amp;quot;...&amp;quot; define a mathscript environment.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
Setup Roll (random 0-100), Will and Power variables:&lt;br /&gt;
  &amp;lt;let vars=&amp;quot;Roll=rnd(100);Will=Target:GetSkillValue(51); Power=0.8^(0.1*Will)*Roll;&amp;quot;&amp;gt;&lt;br /&gt;
  ...&lt;br /&gt;
  &amp;lt;/let&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==HPOp==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==HPRateAOp==&lt;br /&gt;
Change the HP statistics of a character in Applied mode.&lt;br /&gt;
&lt;br /&gt;
Syntax:&lt;br /&gt;
  &amp;lt;hp-rate value=&amp;quot;...&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;value&#039;&#039;&#039; = &amp;quot;...&amp;quot; a mathscript defined value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
Increase the Actor HP rate by 10 points:&lt;br /&gt;
  &amp;lt;hp-rate value=&amp;quot;10&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==ItemOp==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==KeyOp==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==MechanismMsgOp==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==MsgOp==&lt;br /&gt;
Used to send a system message to the user client. Variables ($variable_name) con be used inside the text.&lt;br /&gt;
&lt;br /&gt;
Syntax:&lt;br /&gt;
  &amp;lt;msg aim=&amp;quot;...&amp;quot;  text=&amp;quot;...&amp;quot; type=&amp;quot;ok|error&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;aim&#039;&#039;&#039; = &amp;quot;...&amp;quot; the operation&#039;s target, depending on the environment can be &#039;&#039;Actor&#039;&#039; or &#039;&#039;Target&#039;&#039;, inside a spell script &#039;&#039;Caster&#039;&#039; is a valid target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;text&#039;&#039;&#039; = &amp;quot;...&amp;quot; the text to display.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;type&#039;&#039;&#039; = &amp;quot;ok|error&amp;quot; the type field is optional and tell the server if the message is an ordinary message or if an error or confirmation message to display on screen. Without this option the message is diplayed in the system message chat tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
Raise the Actor&#039;s strength by 10 points and send a message to the user:&lt;br /&gt;
  &amp;lt;str aim=&amp;quot;Actor&amp;quot; value=&amp;quot;10&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;msg aim=&amp;quot;Actor&amp;quot; text=&amp;quot;$Actor&#039;s strength has been increased by 10 points.&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==NPCCmdOp==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==StatsOp==&lt;br /&gt;
Used to affect a character stat (agility, intelligence, ...).&lt;br /&gt;
This is used to change a character&#039;s stats live in game.&lt;br /&gt;
[[ProgressionEvents#StatsAOp|StatsAOp]] are buffable (see ApplicativeScript).&lt;br /&gt;
&lt;br /&gt;
Syntax:&lt;br /&gt;
  &amp;lt;agi aim=&amp;quot;...&amp;quot;  value=&amp;quot;...&amp;quot;/&amp;gt; or&lt;br /&gt;
  &amp;lt;end aim=&amp;quot;...&amp;quot;  value=&amp;quot;...&amp;quot;/&amp;gt; or&lt;br /&gt;
  &amp;lt;str aim=&amp;quot;...&amp;quot;  value=&amp;quot;...&amp;quot;/&amp;gt; or&lt;br /&gt;
  &amp;lt;cha aim=&amp;quot;...&amp;quot;  value=&amp;quot;...&amp;quot;/&amp;gt; or&lt;br /&gt;
  &amp;lt;int aim=&amp;quot;...&amp;quot;  value=&amp;quot;...&amp;quot;/&amp;gt; or&lt;br /&gt;
  &amp;lt;wil aim=&amp;quot;...&amp;quot;  value=&amp;quot;...&amp;quot;/&amp;gt; or&lt;br /&gt;
&#039;&#039;&#039;aim&#039;&#039;&#039; = &amp;quot;...&amp;quot; the operation&#039;s target, depending on the environment can be &#039;&#039;Actor&#039;&#039; or &#039;&#039;Target&#039;&#039;, inside a spell script &#039;&#039;Caster&#039;&#039; is a valid target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;value&#039;&#039;&#039; = &amp;quot;...&amp;quot; a mathscript defined value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
Reduce Actor&#039;s physical stats by 10% and raise mental stats by 10 points:&lt;br /&gt;
  &amp;lt;str aim=&amp;quot;Actor&amp;quot; value=&amp;quot;-0.1*Actor:GetSkillValue(50)&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;agi aim=&amp;quot;Actor&amp;quot; value=&amp;quot;-0.1*Actor:GetSkillValue(46)&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;end aim=&amp;quot;Actor&amp;quot; value=&amp;quot;-0.1*Actor:GetSkillValue(48)&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;cha aim=&amp;quot;Actor&amp;quot; value=&amp;quot;10&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;int aim=&amp;quot;Actor&amp;quot; value=&amp;quot;10&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;wil aim=&amp;quot;Actor&amp;quot; value=&amp;quot;10&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==StatsAOp==&lt;br /&gt;
Used to affect a character stat (agility, intelligence, ...) in Applied Mode.&lt;br /&gt;
&lt;br /&gt;
This command works like a [[ProgressionEvents#StatsOp|Stats Operation]]. No aim or Target needs to be declared.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
  &amp;lt;str value=&amp;quot;-0.1*Actor:GetSkillValue(50)&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;agi value=&amp;quot;-0.1*Actor:GetSkillValue(46)&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;end value=&amp;quot;-0.1*Actor:GetSkillValue(48)&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;cha value=&amp;quot;10&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;int value=&amp;quot;10&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;wil value=&amp;quot;10&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SkillOp==&lt;br /&gt;
Used to affect a character skill (Alchemy, Melee, Herbal, ...).&lt;br /&gt;
This is used to change a character&#039;s skill live in game.&lt;br /&gt;
[[ProgressionEvents#SkillAOp|SkillAOp]] are buffable (see ApplicativeScript).&lt;br /&gt;
&lt;br /&gt;
Used to affect  in Applied Mode.&lt;br /&gt;
&lt;br /&gt;
Syntax:&lt;br /&gt;
  &amp;lt;skill aim=&amp;quot;...&amp;quot;  value=&amp;quot;...&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;aim&#039;&#039;&#039; = &amp;quot;...&amp;quot; the operation&#039;s target, depending on the environment can be &#039;&#039;Actor&#039;&#039; or &#039;&#039;Target&#039;&#039;, inside a spell script &#039;&#039;Caster&#039;&#039; is a valid target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;value&#039;&#039;&#039; = &amp;quot;...&amp;quot; a mathscript defined value.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
  &amp;lt;skill aim=&amp;quot;Actor&amp;quot; name=&amp;quot;Red Way&amp;quot; value=&amp;quot;-10&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;skill aim=&amp;quot;Actor&amp;quot; name=&amp;quot;Brown Way&amp;quot; value=&amp;quot;10&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SkillAOp==&lt;br /&gt;
Used to affect a character skill (Alchemy, Melee, Herbal, ...) in Applied Mode.&lt;br /&gt;
&lt;br /&gt;
This command works like a [[ProgressionEvents#SkillOp|Skill Operation]]. No aim or Target needs to be declared.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
  &amp;lt;skill name=&amp;quot;Red Way&amp;quot; value=&amp;quot;-10&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;skill name=&amp;quot;Brown Way&amp;quot; value=&amp;quot;10&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==TeleportOp==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==TraitChangeOp==&lt;br /&gt;
Used to create a change in character traits.&lt;br /&gt;
This is used to change a character&#039;s appearance live in game.&lt;br /&gt;
It takes the trait ID number and sends a broadcast out to all the players in range about the change.&lt;br /&gt;
&lt;br /&gt;
Syntax:&lt;br /&gt;
  &amp;lt;trait value=&amp;quot;#&amp;quot;/&amp;gt;&lt;br /&gt;
  value = &amp;quot;#&amp;quot; index id key into traits table&lt;br /&gt;
Examples:&lt;br /&gt;
You apply trait 100 (grey hair) to actor and send message:&lt;br /&gt;
  &amp;lt;trait value=&amp;quot;100&amp;quot; /&amp;gt;&amp;lt;msg aim=&amp;quot;actor&amp;quot; text=&amp;quot;You drop the liquid on your hair.&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==TutorialMsgOp==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==VariableSetOp==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==VariableUnSetOp==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==VitalOp==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==VitalAOp==&lt;br /&gt;
Change the vital statistics (HP, Mana, ... but not Hit Points) of a character in Applied mode.&lt;br /&gt;
&lt;br /&gt;
Syntax:&lt;br /&gt;
  &amp;lt;mana-rate     value=&amp;quot;...&amp;quot;/&amp;gt; or&lt;br /&gt;
  &amp;lt;pstamina-rate value=&amp;quot;...&amp;quot;/&amp;gt; or&lt;br /&gt;
  &amp;lt;mstamina-rate value=&amp;quot;...&amp;quot;/&amp;gt; or&lt;br /&gt;
  &amp;lt;hp-max        value=&amp;quot;...&amp;quot;/&amp;gt; or&lt;br /&gt;
  &amp;lt;mana-max      value=&amp;quot;...&amp;quot;/&amp;gt; or&lt;br /&gt;
  &amp;lt;pstamina-max  value=&amp;quot;...&amp;quot;/&amp;gt; or&lt;br /&gt;
  &amp;lt;mstamina-max  value=&amp;quot;...&amp;quot;/&amp;gt; or&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;value&#039;&#039;&#039; = &amp;quot;...&amp;quot; a mathscript defined value.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
Increase the Actor vitals by 10 points:&lt;br /&gt;
  &amp;lt;mana-rate     value=&amp;quot;10&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;pstamina-rate value=&amp;quot;10&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;mstamina-rate value=&amp;quot;10&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;hp-max        value=&amp;quot;10&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;mana-max      value=&amp;quot;10&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;pstamina-max  value=&amp;quot;10&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;mstamina-max  value=&amp;quot;10&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Engine documents]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=20311</id>
		<title>Combat System</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=20311"/>
		<updated>2014-08-09T08:54:52Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: /* Assassin Style */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Combat styles =&lt;br /&gt;
&lt;br /&gt;
== Martial Style ==&lt;br /&gt;
&lt;br /&gt;
As opposed to barbaric style, the martial style relies more on training and discipline than sheer strength, soldiers are usually trained to fight with the martial style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: any melee skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all melee weapons&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Martial) --&amp;gt; (Front Charge)&lt;br /&gt;
(Martial) --&amp;gt; (Double Strike)&lt;br /&gt;
(Front Charge) --&amp;gt; (Charge Block\nReq.: Strength 80 Endurance 60)&lt;br /&gt;
(Front Charge) --&amp;gt; (Counter Strike\nReq.: Strength 80 Agility 60)&lt;br /&gt;
(Double Strike) --&amp;gt; (Counter Strike\nReq.: Strength 80 Agility 60)&lt;br /&gt;
(Charge Block\nReq.: Strength 80 Endurance 60) --&amp;gt; (Wall of Shields\nReq.: Strength 80 Endurance 80)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Front Charge&#039;&#039;: One of the first thing an infantry soldier is taught is how to properly deliver a charge against the enemy, charging has a greater chance to hit and hurt an enemy but expose the attacker at risk of sustaining a counter-attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Charge Block&#039;&#039;: By setting up their shield and defences the soldier is able to better defend against incoming attacks and eventually deliver an efficient counter attack against the charging opponent.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Double Strike&#039;&#039;: The soldier quickly strike twice his opponent to engage his defences.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Counter Strike&#039;&#039;: By opening up his guard the soldier invite the enemy to strike him of course he runs the risk of being hit but a skilled soldier knows his enemy is more vulnerable in his attack position and the soldier is ready to exploit his attacker weak position to deliver a mighty counterstrike. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Wall of Shields&#039;&#039;: Skilled foot  soldiers know their strength lies in their abilities to shield each others against the enemy to absorb their initial charge and then deliver a mighty counterattack. By setting up a wall of shields two or more cooperating foot soldiers are able to improve each others defences by creating a mighty defensive barrier.&lt;br /&gt;
&lt;br /&gt;
== Sword Style ==&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Shortsword, Longsword, Dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(One-handed Sword) --&amp;gt; (Sword Side Trush)&lt;br /&gt;
(One-handed Sword) --&amp;gt; (Sword Lunge)&lt;br /&gt;
(Sword Side Trush) --&amp;gt; (Sword Beat Attack\nReq.: Sword 20)&lt;br /&gt;
(Sword Lunge) --&amp;gt; (Sword Beat Attack\nReq.: Sword 20)&lt;br /&gt;
(Sword Beat Attack\nReq.: Sword 20) --&amp;gt; (Sword Disengage\nReq.: Sword 40)&lt;br /&gt;
(Sword Disengage\nReq.: Sword 40) --&amp;gt; (Sword Circular Parry\nReq.: Sword 60)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Side Trush&#039;&#039;: Hit with the blade edge, inflict slashing damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Side Lunge&#039;&#039;: Hit with the blade edge, inflict piercing damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Sword Beat Attack&#039;&#039;: Hit with the opponent weapons to gain priority and follow with a quick attack, inflicts more slashing damage Vs. opponents with higher Stances, can be easily blocked by opponent with defensive stances.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Sword Disengage&#039;&#039;: Beginning an attack in one direction, then quickly moving the point down in a semi-circle to attack a different location. This is used to trick the opponent into blocking the wrong direction. Gives the attacker higher priority (and a higher attack bonus for some time).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Sword Circular Parry&#039;&#039;: An advanced defensive technique, the attacker sword is twisted in a circle to catch the opponent&#039;s tip and deflect it away. It is commonly used to counter a disengage.&lt;br /&gt;
&lt;br /&gt;
== Fencing ==&lt;br /&gt;
Fencing style is more refined and less brutal than other weapon styles, it relies more on agility and speed instead of sheer strength and muscle power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Agility 60 or more&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Longsword, Shortsword, Sabre&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fencing) --&amp;gt; (A)&lt;br /&gt;
(Fencing) --&amp;gt; (B)&lt;br /&gt;
(A) --&amp;gt; (Feint\nReq.: Agi 80, Sword 20)&lt;br /&gt;
(B) --&amp;gt; (Feint\nReq.: Agi 80, Sword 20)&lt;br /&gt;
(Feint\nReq.: Agi 80, Sword 20) --&amp;gt; (Risposte\nReq.: Agi 80, Sword 40)&lt;br /&gt;
(Risposte\nReq.: Agi 80, Sword 40) --&amp;gt; (D\nReq.: Agi 80, Sword 60)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Assassin Style ==&lt;br /&gt;
&lt;br /&gt;
This style is mostly used by the stealthy characters and the warriors that favor knifes, daggers or shortswords use. It requires agility, has a deadly attack power but is less good in defense. Disadvantage against &amp;quot;barbaric&amp;quot; opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stat Requirements&#039;&#039;: minimum Agility 100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Requirements&#039;&#039;: Assassin Weapon 10, Knife &amp;amp; Dagger or Sword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knives, daggers, shortswords&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Assassin\nReq.: Agility 100, Knife &amp;amp; Dagger 10 or Sword 10) --&amp;gt; (Lethal Takedown\nReq.: Skill 10)&lt;br /&gt;
(Assassin\nReq.: Agility 100, Knife &amp;amp; Dagger 10 or Sword 10) --&amp;gt; (Dark Cloak\nReq.: Skill 10)&lt;br /&gt;
(Lethal Takedown\nReq.: Skill 10) --&amp;gt; (Slit the Throat\nReq.: Skill 30)&lt;br /&gt;
(Dark Cloak\nReq.: Skill 10) --&amp;gt; (Slit the Throat\nReq.: Skill 30)&lt;br /&gt;
(Slit the Throat\nReq.: Skill 30) --&amp;gt; (Backstabbing Blow\nReq.: Skill 60)&lt;br /&gt;
(Backstabbing Blow\nReq.: Skill 60) --&amp;gt; (Bloodthirst\nReq.: Skill 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Lethal Takedown&#039;&#039;: Attacker attacks from the opponent&#039;s back, and tries to take the opponent down by hitting him on heels or the legs. This attack can stun the opponent for few seconds. Agressive Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slit the Throat&#039;: Attacker attacks from behind the oppnent&#039;s back and grab the opponent&#039;s head, making path free to slit his throat. It requires a good timing and concentration but is able to inflict a letal wound.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dark Cloak&#039;&#039;: Attacker concentrate his stealth knowledge and coats himself into shadows. As he crouches, the opponent is unable to see or touch him for a few second. Full defensive needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Backstabbing Blow&#039;&#039;: Attacker grabs opponent wrist, turns around on himself while pulling opponent forward and stab him in the back or inflict a powerfull punching blow. High Pierce/Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Bloodthirst&#039;&#039;: A fast-paced kill moove. Standing behind the opponent, attacker bring his weapon up to the right and slash it down to the left across his body, repeat the moove from top left to bottom right then finish on a down to up moove. Attacker inflict high slash damage on each moove (3). For melee users, Blunt damage with a bonus if player wearing crafted gauntlets. Bloody Stance needed.&lt;br /&gt;
&lt;br /&gt;
== Barbaric Style ==&lt;br /&gt;
&lt;br /&gt;
This style is designed to all the mighty warriors that likes to smash and bash in the fire of battles. Charge in and hit with the power of your strength and the blunt force of your weapon(s).  A good sword user can be deadly using a blunt weapon as those use more or less the same fencing technique. Only different beeing the the balance of the weapon. This style doesn&#039;t require as much strengh as we think, the masse of the weapon contribute alone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: minimum Strength 50, Mace &amp;amp; Hammer skill 0, Polearm &amp;amp; Spear skill 0, Sword skill 0, Axe skill 0.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: claymore, all polearm &amp;amp; spear, all mace &amp;amp; hammer, all big axes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Barbaric) --&amp;gt; (Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10 or Polearm &amp;amp; Spear 10)&lt;br /&gt;
(Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10 or Polearm &amp;amp; Spear 10) --&amp;gt; (Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30 or Polearm &amp;amp; Spear 30)&lt;br /&gt;
(Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30 or Polearm &amp;amp; Spear 30) --&amp;gt; (Furious Parry\nReq.: Strength 200, Endurance 150)&lt;br /&gt;
(Furious Parry\nReq.: Strength 200, Endurance 150) --&amp;gt; (Tricky Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70 or Polearm &amp;amp; Spear 70)&lt;br /&gt;
(Tricky Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70 or Polearm &amp;amp; Spear 70) --&amp;gt; (Whirlwind Strike\nReq.: Mace &amp;amp; Hammer 100 or Axe 100 or Sword 100 or Polearm &amp;amp; Spear 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Power Attack&#039;&#039;: Attacker swing his weapon onto opponent body sides. A powerful attack able to cause more damage but at the expenses of accuracy.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Mighty Swing&#039;: Attacker quickly kneel down and swing his weapon(s) toward opponent legs, then stand and afflict a second strike on any part of opponent body. Second hit can be blocked. Blunt damage. Powerful but less accurate. Cannot be used with defensive stances.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Furious Parry&#039;&#039;: Attacker use the masse of his weapon and smash it on opponent weapon rending him unavailable to attack for few second. Defensive Stance needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Tricky Smash&#039;&#039;: Standing, Attacker deliver a low hit toward opponent feet, attract his attention on blocking low, then turn around on himself and strike on opponent neck. Give a few second attack advantage as opponent is knocked backward.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Whirlwind Strike&#039;&#039;: Attacker strike down his weapon (up to down moove) once, stuning opponent for  few second then deliver a powerfull circular attack, if not blocked from the start (by the target), the attacker will be able to deal damage to anyone around him. It&#039;s not particulary accurate but do high damage.&lt;br /&gt;
&lt;br /&gt;
== Archery Style ==&lt;br /&gt;
&lt;br /&gt;
The hunters, the rangers or even the stealthy characters might choose the bows for its high accuracy, keeping ennemy at far range. The Archer has a poor defense but he can take on a lot of ennemy in few second with deadly shots. Archery is hard to master but a well rewarding class style.&lt;br /&gt;
Endurance is vital for the archer, allowing him to draw longer bows, or moove around while shooting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: minimum Endurance 100, Ranged skill 0.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all bows&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Archery) --&amp;gt; (Precise Shot\nReq.: all bows, Ranged 10)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Hail of Arrows\nReq.: shortbow, Ranged 30)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (none yet\nReq.: longbow,  Ranged 30)&lt;br /&gt;
(Hail of Arrows\nReq.: shortbow, Ranged 30) --&amp;gt; (Grip Knock\nReq.: all bows, Endurance 200)&lt;br /&gt;
(none yet\nReq.: longbow,  Ranged 30) --&amp;gt; (Grip Knock\nReq.: all bows, Endurance 200)&lt;br /&gt;
(Grip Knock\nReq.: all bows, Endurance 200) --&amp;gt; (Kneeled Aim\nReq.: shortbow, Ranged 50)&lt;br /&gt;
(Grip Knock\nReq.: all bows, Endurance 200) --&amp;gt; (Ulber Shot\nReq.: longbow, Ranged 50, Endurance 300)&lt;br /&gt;
(Kneeled Aim\nReq.: shortbow, Ranged 50) --&amp;gt; (Rapid Fire\nReq.: shortbow, Ranged 70)&lt;br /&gt;
(Ulber Shot\nReq.: longbow, Ranged 50, Endurance 300) --&amp;gt; (Throught and Throught\nReq.: longbow, Ranged 70)&lt;br /&gt;
(Rapid Fire\nReq.: shortbow, Ranged 70) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100)&lt;br /&gt;
(Throught and Throught\nReq.: longbow, Ranged 70) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Precise Shot&#039;&#039;: Slower but more precise shot, takes longer and inflitcs higher damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Hail of Arrows&#039;: Attacker hold several arrows in between the fingers of the draw hand (max3), allowing fast repeat shots. A quick hail of arrows, you&#039;re luck if you&#039;ve not been shot. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Grip Knock&#039;&#039;: Close combat moove. Attacker gives an hit to a close opponent with the grip of his bow. Make opponent sightly moove backward. Poor defensive rate. Give attacker few second reaction. Defensive Stance needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Kneeled Aim&#039;&#039;: Close combat attack. Attacker kneel onto the ground then sit on his heels. Attacker raise the bow, draw the string until the back of the arrow reach the corner of his mouth with three finger and aim right into the opponent chest, almost at close range. Hight pierce damage. No defensive stance possible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Ulber Shot&#039;&#039;: Archer draw the string very largely, which require a good endurance and release an arrow that stagger opponent for few second. Pierce damage. Stun effect.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Rapid Fire&#039;&#039;: Attacker aim the opponent, draw the string with the thumb, which allow him to walk left and right while shooting arrow very quickly. Attacker can shoot up to 10 arrows in few seconds. Bloody stance needed. Good Pierce damage, cannot pierce plate mail.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Throught and Throught&#039;&#039;: Attacker draw bow above their head then aim by laying bow horizontaly in front of him. Attacker release an arrow from great range penetrating mail and plate mail, afflecting several target (if aligned). High pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Incendiary Arrows&#039;: By alchemical means, attacker set his arrow on fire, aim and release a &amp;quot;rain&amp;quot; of arrows. Damage over time. Require a specific potion and the spell Flaming Weapon to be Off.&lt;br /&gt;
&lt;br /&gt;
== Infantry Style ==&lt;br /&gt;
&lt;br /&gt;
The most used style that require a good endurance and the science of shield handling. This style favor the light shields which can be lifted easier and used as weapon with a higher skill. Equally good at attack and defense, this style is at disadvantage against axes, two handed weapon or polearms. This style is good against a group of target and archers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Mace &amp;amp; Hammer skill 0, Axe skill 0, Shield Handling skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sword, Shortsword, Sabre, Broadsword, maces, hammer, warpick, waraxe, reinforced axe, small battle axe, battle axe, axe, all light and medium shields.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Infantry) --&amp;gt; (Vertical Slash\nReq.: Shield Handling 10, Sword 10 or Mace &amp;amp; Hammer 10 or Axe 10)&lt;br /&gt;
(Vertical Slash\nReq.: Shield Handling 10, Sword 10 or Mace &amp;amp; Hammer 10 or Axe 10) --&amp;gt; (Block and Stab\nReq.: Shield Handling 30, Sword 30)&lt;br /&gt;
(Vertical Slash\nReq.: Shield Handling 10, Sword 10 or Mace &amp;amp; Hammer 10 or Axe 10) --&amp;gt; (Edge Barrier\nReq.: Shield Handling 30, Mace &amp;amp; Hammer 30 or  Axe 30)&lt;br /&gt;
(Block and Stab\nReq.: Shield Handling 30, Sword 30) --&amp;gt; (Shield Slam\nReq.: Shield Handling 50)&lt;br /&gt;
(Edge Barrier\nReq.: Shield Handling 30, Mace &amp;amp; Hammer 30 or  Axe 30) --&amp;gt; (Double Quake\nReq.: Shield Handling 50, Mace &amp;amp; Hammer 50 or Axe 50)&lt;br /&gt;
(Shield Slam\nReq.: Shield Handling 50) --&amp;gt; (Infrantry Feint\nReq.: Shield Handling 70, Sword 70)&lt;br /&gt;
(Double Quake\nReq.: Shield Handling 50, Mace &amp;amp; Hammer 50 or Axe 50) --&amp;gt; (Martial Tremor\nReq.: Shield Handling 70, Mace &amp;amp; Hammer 70 or Axe 70)&lt;br /&gt;
(Infrantry Feint\nReq.: Shield Handling 70, Sword 70) --&amp;gt; (Infantry Wrath\nReq.: Shield Handling 100, Sword 100 or Mace &amp;amp; Hammer 100 or Axe 100)&lt;br /&gt;
(Martial Tremor\nReq.: Shield Handling 70, Mace &amp;amp; Hammer 70 or Axe 70) --&amp;gt; (Infantry Wrath\nReq.: Shield Handling 100, Sword 100 or Mace &amp;amp; Hammer 100 or Axe 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Vertical Slash&#039;&#039;: Vertical slash used to knock down your opponent. Attacker brings the weapon up and slash down across body, the shield raised in front of attacker face. Slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Block and Stab&#039;&#039;: Block opponent moove with the shield, bring other arm back and thrust forward at your opponent at any part of their body. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Edge Barrier&#039;&#039;: Attacker force his shield edge toward opponent and come rest it against his body, stiking opponent main arm on the side. Attacker then afflict a powerful side slash/crush with his weapon.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Shield Slam&#039;&#039;: Block your opponent moove then deliver an hit with your shield making the opponent step backward. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Double Quake&#039;&#039;: Shield facing opponent, weapon raised up, attacker gives a low blow to opponent legs, forcing him down then smash his shield tip/edge on any part of opponent body. Double blunt damage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Infantry Feint&#039;&#039;: Attacker block hit wiht his sword, bending his blade to the opponent one then push him over before delivring a powerfull blow on opponent back with his shield. High blunt impact + pierce damage if spiked shield. Stun opponent for few second.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Martial Tremor&#039;&#039;: Fast-paced moove where attacker slam opponent with shield once then afflict several hits in a row with his weapon. Opponent feels the repetitive blunt impact which stuns him for few second.  Blunt damage + up to 4 hits in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Infantry Wrath&#039;&#039;: Fence your opponent weapon off with your shield then jump hit him with the weapon. Stun for few second and high slash/blunt/pierce damage with jumped movement. Very fast moove, unblockable.&lt;br /&gt;
&lt;br /&gt;
== Blunt Force Style ==&lt;br /&gt;
&lt;br /&gt;
The Blunt Force fighting style is particulary efficient against an armored opponent or group of opponent, especially against plate mail in close combat action.  Hammers and maces allow one to maintain typicall long reach of swords while still inflicting damage to armored opponent. This fighting style is slow and can be dodged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Mace &amp;amp; Hammer skill 0, Axe skill 0, Strength 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all two-handed mace &amp;amp; hammer weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Blunt Force) --&amp;gt; (Head Smash\nReq.: Mace &amp;amp; Hammer 10)&lt;br /&gt;
(Head Smash\nReq.: Mace &amp;amp; Hammer 10) --&amp;gt; (Path Open\nReq.: Mace &amp;amp; Hammer 30)&lt;br /&gt;
(Path Open\nReq.: Mace &amp;amp; Hammer 30) --&amp;gt; (Battering Ram\nReq.: Mace &amp;amp; Hammer 50, Strength 150)&lt;br /&gt;
(Battering Ram\nReq.: Mace &amp;amp; Hammer 50, Strength 150) --&amp;gt; (Grappling\nReq.: Mace &amp;amp; Hammer 70)&lt;br /&gt;
(Grappling\nReq.: Mace &amp;amp; Hammer 70) --&amp;gt; (Blunt Impact\nReq.: Mace &amp;amp; Hammer 100, Strength 250)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Head Smash&#039;&#039;: Attacker use the head of his Mace/warhammer/hammer to smash on his opponent weapon. Slow moove, give defense advantage to attacker for few second. Blunt damage. Pierce damage if using spiked warhammer.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Path Open&#039;&#039;: Attacker slash his weapon across from left to right, fencing opponent weapon off. Attack advantage for few second.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Battering Ram&#039;&#039;: Main hand at the base of the weapon, other hand just under weapon head, attacker lean slightly then gives a battering ram like hit onto opponents legs, backs off quickly then slash down a tremendous blow with all the weight of his weapon onto destabilised opponent. High Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Grappling&#039;&#039;: Attacker smash down firmly his weapon  on the opponent shield, grappling it, making it fall onto the ground or rending it useless. Attack advantage for few second. If the opponent do not use shield but is armored, this power attack will lower his armor defense capacity.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blunt Impact&#039;&#039;: Attacker swirl his weapon above his head then smash it down in a powerfull move, afflicting several targets. Opponents stuned for few second. High blunt damage.&lt;br /&gt;
&lt;br /&gt;
== Left-hand Style ==&lt;br /&gt;
&lt;br /&gt;
This fighting style is sophisticate. It require an high flexibility and agility, beeing able to feint with suppleness and surprise the opponent with fast body and weapon moove. This style focus on the speed and attack power. Poor defense, this style is at disadvantage against shielded opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sword, Shortsword, Knife, Dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Left-hand) --&amp;gt; (Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10) --&amp;gt; (Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30)&lt;br /&gt;
(Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30) --&amp;gt; (The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100)&lt;br /&gt;
(The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100) --&amp;gt; (Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70) --&amp;gt; (Feint of the Left-hand\nReq.: Sword 100, Knife &amp;amp; Dagger 100, Agility 200)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Thrust&#039;&#039;: Attacker raise sword horizontaly and parry opponent attack for few second. He, while then, lay down a bit and thrust forward at the opponent onto the chest with the dagger. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Cross Parry&#039;&#039;: Attacker cross firmly his sword and dagger hilts and parry opponent attack. Attacker then push his opponent backward and quickly open his arms, giving fast slash of his weapons. Slight Defense advantage for a few second. Eventual slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Sliding&#039;&#039;: Attacker quickly side face opponent, the tip of the sword up letting opponent weapon slide along his sword blade. Opponent is driven forward by his movement and attacker raise left hand above and stab his neck. Give time for attacker to step back.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Hilt Catch&#039;&#039;: Quickly dodge opponent attack with a side step and catch the hilt of his weapon with the dagger. Follow with a fast slash of the sword. High pierce damage. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Feint of the Left-hand&#039;&#039;: Attacker engage the opponent with main weapon (sword) by doing big whirls. Attract your opponent attention on your main weapon then surprise him with a swift attack of the left-hand weapon (small weapon). Easily pierce opponent defense. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
== Two-Axe Style ==&lt;br /&gt;
&lt;br /&gt;
The axe is a perfect compromise between sword and hammer, give the speed and slash damage of the sword and permit attacker to crush on opponent like with an hammer. This style is highly balanced but hard to master. Primary mean of defense is dodging for axe weilders. Good for speedy, deadly attack and nasty tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Axe skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all axes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-Axe) --&amp;gt; (Close Whack\nReq.: Axe 10)&lt;br /&gt;
(Close Whack\nReq.: Axe 10) --&amp;gt; (Block and Poke\nReq.: Axe 30)&lt;br /&gt;
(Block and Poke\nReq.: Axe 30) --&amp;gt; (Strike and Pull\nReq.: Axe 50)&lt;br /&gt;
(Strike and Pull\nReq.: Axe 50) --&amp;gt; (Tricked Hook\nReq.: Axe 70)&lt;br /&gt;
(Tricked Hook\nReq.: Axe 70) --&amp;gt; (Master Blow\nReq.: Axe 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Close Whack&#039;&#039;: Power moove for close combat. Attacker whack opponent on the head with the end of his axe&#039;s haft. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Block and Poke&#039;&#039;: With right-hand axe haft, attacker block opponent move and poke in the pit of his stomach by a blunt thrust of his left-hand axe-head. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Strike and Pull&#039;&#039;: Swing axe aiming at the ennemy and when the haft strikes the ennemy&#039;s body, the attacker fix the axe in that position and then shift the whole body back by sliding the rear foot backward. Attack bonus. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Tricked Hook&#039;&#039;: Attacker hook over the neck of opponent with axe head to compel him to move in another direction. Attacker can then smash his other axe onto the back of the opponent. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Master Blow&#039;&#039;: The wielder swirl his axes around, confusing his opponent before delivring a double straight blow. The attacker use the balance of his axes to concentrate all the force of the blow into a small section of the edge so the axes has enough power to punch throught helmet or mail. High pierce damage. Bloody stance needed, bad defense for attacker.&lt;br /&gt;
&lt;br /&gt;
== Wall Style ==&lt;br /&gt;
&lt;br /&gt;
This style hightly favor the defense. The attacker can favor heavy shields to create a true wall around him or favor light ones and use them as weapons delivering blunt damage. Good defensive ability, this style requires a good amount of endurance to be used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Shield Handling skill 0, Strength 50, Endurance 100 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all shields&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Wall) --&amp;gt; (Fast Block\nReq.: Shield Handling 10)&lt;br /&gt;
(Fast Block\nReq.: Shield Handling 10) --&amp;gt; (Confusion Slaps\nReq.: Shield Handling 30)&lt;br /&gt;
(Confusion Slaps\nReq.: Shield Handling 30) --&amp;gt; (Forward March\nReq.: Shield Handling 50, Endurance 200)&lt;br /&gt;
(Forward March\nReq.: Shield Handling 50, Endurance 200) --&amp;gt; (Sharp Edge\nReq.: Shield Handling 70)&lt;br /&gt;
(Sharp Edge\nReq.: Shield Handling 70) --&amp;gt; (Impervious Wall\nReq.: Shield Handling 100, Endurance 400)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Fast Block&#039;&#039;: Attacker blocks quickly several of his opponent hits by swinging his shields to the right position. Ideal against sword users. Can be tricky against axe users or mace users.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Confusion Slaps&#039;&#039;: Attacker block, and use the opponent powermoove to hit back with the shield several time, knocking opponent for few second. Slight Blunt damage. Pierce damage if using spiked shield. (powermoove favor light shields. If heavy shields used, Blunt damage or Pierce damage reduced to 0)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Forward March&#039;&#039;: Attacker tighten his shields close by and charge in the oponent, pushing him backward. Annihilate opponent attack power for few second.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Sharp Edge&#039;&#039;: Attacker grasp the bottom of his shields with the other hand and drive edges into the opponent head. Blunt damage. (If using heavy shields, slower moove, attacker on a defensive disadvantage.)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Impervious Wall&#039;&#039;: Attacker Stun himself behind his shields, creating a true armored wall around him. Render attacker impervious to any melee attack for few second. Ask high Endurance level and tire the wielder.&lt;br /&gt;
&lt;br /&gt;
== Two-handed Fencing Style ==&lt;br /&gt;
&lt;br /&gt;
This style is very popular among the warriors, especially the tall races. A claymore permit to attack with an extra range and use the weapon lenght to do more damage. Those weapon are designed for close combat and duels. They make up for the weapon&#039;s slowness on the defence and can allow another blade to be momentarily trapped or bound up. Style Equally good in attack and defense, it require strenght, endurance and a good technique. Very effective against armored opponent. Disadvantage against small weapon users.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Strength 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: claymore&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-handed Fencing) --&amp;gt; (Edge Cut\nReq.: Sword 10)&lt;br /&gt;
(Edge Cut\nReq.: Sword 10) --&amp;gt; (Angry Charge\nReq.: Sword 30)&lt;br /&gt;
(Angry Charge\nReq.: Sword 30) --&amp;gt; (Metal Barrier\nReq.: Strength 200, Endurance 200)&lt;br /&gt;
(Metal Barrier\nReq.: Strength 200, Endurance 200) --&amp;gt; (The Bound\nReq.: Sword 70)&lt;br /&gt;
(The Bound\nReq.: Sword 70) --&amp;gt; (Blade Swirl\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Edge Cut&#039;&#039;: Attacker whirls around his claymore horizontaly  from up right to down on his opponent shoulders or arms with the sharp edge of the blade. This large moove describe almost a complet circle which increase the impact force. High slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Angry Charge&#039;&#039;: Attacker start with a high stance, with claymore above his head, the tip of the sword menacing the opponent face, both hands on the pommel. Attacker extend his arms in front of him then moove forward in a charge, straight to the target. Fast Attack with high pierce damage if not blocked.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Metal Barrier&#039;&#039;: Attacker present his claymore horizontaly, left hand on the pommel, right hand grabing the blade firmly, presenting the open space to the opponent weapon for an effective block. Efficient on defensives modes. Require to wear armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Bound&#039;&#039;: Attacker firmly stop opponent attack moove by putting his weapon blade against his opponent one. He then exert a pression to drive the opponent weapon away without cuting the blades bound. Attacker get close by opponent, his blade slipping straight to the opponent body. Defense bonus + Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Swirl&#039;&#039;: Close combat moove. Right hand on the pommel, left hand in the middle of the blade, the tip of the claymore pointed toward the ennemy&#039;s head, Attacker gives a powerfull hit on the opponent helmet with the tip of the blade, Attacker then swirl his blade around, pommel forward he excute a low sweep toward opponent legs. This combo is unstoppable, give high pierce then blunt damage. Require to wear armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
== Staff and Spear Style ==&lt;br /&gt;
&lt;br /&gt;
Combat with a stick or a quaterstaff has a long and varied history mostly due to the fact that it is very easy to manufacture. The quaterstaff is a long, slender club like structure that is used to deliver blunt, crushing blows. It is traditionaly made of oak or ash. The lenght can vary from 1,8 to 5,4 meters. This weapons is mostly used by martial art practitioners to keep ennemy at range. All the fighting maneuvers are fast-paced. Require an high agility and accuracy. This weapon can hurt even armored opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Polearm &amp;amp; Spear skill 0, Agility 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all polearm &amp;amp; spear weapons&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Staff &amp;amp; Spear) --&amp;gt; (Downward Strike\nReq.: Polearm &amp;amp; Spear 10)&lt;br /&gt;
(Downward Strike\nReq.: Polearm &amp;amp; Spear 10) --&amp;gt; (Defense Manoeuver\nReq.: Endurance 100, Agility 100)&lt;br /&gt;
(Defense Manoeuver\nReq.: Endurance 100, Agility 100) --&amp;gt; (Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150)&lt;br /&gt;
(Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150) --&amp;gt; (Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200)&lt;br /&gt;
(Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200) --&amp;gt; (Thrust Fury\nReq.: Polearm &amp;amp; Spear 100, Endurance 300, Agility 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Downward Strike&#039;&#039;: Staff hold by the non-dominant hand at the base of the weapon, other hand placed a quarter of the way up the staff. Attacker then drop the top hand to deliver a blow with the quarterstaff on opponent mid-section. Then, the warrior deliver an overhead blow to the back of the ennemy as he crouche over in pain. Double blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defense Manoeuver&#039;&#039;: Attacker block any blow by mooving his dominant hand which should be placed a quarter of the way up the staff. Bottom hand remain stationary while the dominant hand move in the direction that the blow is coming from. This moove is very precise and permit attacker to block most of the attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Upward Strike&#039;&#039;: Attacker left shoulder face opponent left shoulder. Long range. Attacker step forward opponent, knees sightly bent, attacker give a quick blow at the left side of opponent head with the left tip of the quaterstaff. Attacker then quickly change side and bring the right end of the staff up in a blow at the opposite side of opponent head. Double Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Stun&#039;&#039;: Body well cocked for maximum striking force, holding the staff straight behind him, attacker deliver a powerful horizontal strike at any part of opponent body. Bloody Stance. An hit delivred with this moove stun the opponent for few second. Too much use of this maneuver tire the weilder.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Thrust Fury&#039;&#039;: A multiple smash and hit maneuver. Attacker Start by holding the staff with one hand while resting the butt firmly on the ground. Attacker give a slight hit of the staff onto opponent weapon fencing it off. He then grab staff with both hand and thrust onto opponent chest (blunt damage with staf, pierce with polearm). Then, quickly give a large hit of the staff bottom onto opponent back, turns on himself and thrust once more with the tip of the staff. 3 hits in a row into a fast-paced moove.&lt;br /&gt;
&lt;br /&gt;
== Wasp Style ==&lt;br /&gt;
&lt;br /&gt;
The use of two daggers permit the wielder a very fast-paced combat. The warrior can moove around easily, dodges blows and afflict multiple slash in a row. Strategicaly this style consist in a constant harassment of the opponent. The upmost point of this style is to always keep the dagger forward, in an intimidation moove, highly offensive. This fighting style has a poor defense power, the attack delivred aren&#039;t very powerfull but constant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knife, dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Wasp) --&amp;gt; (Scratch\nReq.: Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Scratch\nReq.: Knife &amp;amp; Dagger 10) --&amp;gt; (Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100)&lt;br /&gt;
(Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100) --&amp;gt; (Mooving Target\nReq.: Agility 200)&lt;br /&gt;
(Mooving Target\nReq.: Agility 200) --&amp;gt; (Assault\nReq.: Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Assault\nReq.: Knife &amp;amp; Dagger 70) --&amp;gt; (Blade Storm\nReq.: Knife &amp;amp; Dagger 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Scratch&#039;&#039;: Attacker in an agressive stance, moove from left to right in a confusing motion, then jump on the opponent left side and gives two quick stabs. 2 pierce damage in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blackmail&#039;&#039;: Attacker hold both dagger vertically, the tip pointing to the ground. Attacker quickly grasp opponent weapon hilt with a dagger while afflicting quick cuts with the other dagger on opponent hands and forearms. Can give up to 4 little slash hits in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Mooving Target&#039;&#039;: Attacker has strong foot forward, rear heel up, weapon in front of solar plexus, the other protect the throat. This stance permit attacker to moove left and right around the opponent, excecuting quick slashes of his blade on any part of the opponent body (up to 10 little slashes in a row depending on opponent defensive power). Defensive stance. Slight slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Assault&#039;&#039;: Attacker sprint charge a short distance straight onto opponent and suddently step to the left, thrust onto opponent body while passing by with right dagger and turn around on himself giving a large slash across body of his left dagger onto opponent back. 2 hits in a row with good pierce and slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Storm&#039;&#039;: Attacker moove forward, forming a up to down slash across body whirl with his arms in a very fast-paced moove, tips of the daggers pointing to the ground. When close enough of the opponent, attacker jump and plant his dagger onto opponent shoulder or neck until the hilt. Multiple slash damages and a last high pierce damage hit. Very difficult to parry.&lt;br /&gt;
&lt;br /&gt;
== Fists and Feet Style ==&lt;br /&gt;
&lt;br /&gt;
This style is the art of using the body as a weapon. It require from the warrior an high concentration and accuracy, not only for the fighting technique but also because a strong mental is needed. The Fists and Feet user must constantly advance quickly and stay in a very close range to be more efficient. Size or force of the warrior doesn&#039;t matter as long as they master their technique and strategy. Can be very efficient against long range weapon if able to get closer to target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Melee skill 0, Agility 50, Strength 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fists and Feet) --&amp;gt; (One-inch Punch\nReq.: Melee 10)&lt;br /&gt;
(One-inch Punch\nReq.: Melee 10) --&amp;gt; (Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100)&lt;br /&gt;
(Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100) --&amp;gt; (Roundhouse Kick\nReq.: Melee 70)&lt;br /&gt;
(Roundhouse Kick\nReq.: Melee 70) --&amp;gt; (Defensive Stance\nReq.: Endurance 200, Agility 200)&lt;br /&gt;
(Defensive Stance\nReq.: Endurance 200, Agility 200) --&amp;gt; (The Great Chain\nReq.: Melee 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;One-inch Punch&#039;&#039;: Attacker stand with his fists very close to the target. He then make a quick movement of the wrist which is held with the knuckles facing out on a horizontal axis, the wrist is then moved up and a strike is produced with the botton two knuckles. Generate a tremendous amount of impact force at very close distance. High blunt damage. Damage increased if a Kran or if armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Vertical Rebound Punch&#039;&#039;: The limb directly in front of the chest, elbow down, Attacker sprint jump over opponent and deliver a first vertical punch down on opponent body. The vertical nature of the punch allows attacker to absord the rebound of the punch which increase the power of the second blow given afterward while landing. Double blunt damage, the second beeing bigger. Damage increased if a Kran or if wearing armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Roundhouse Kick&#039;&#039;: Can be done targeting the low, middle or high opponent body part. Side facing opponent, Attacker throw his leg, hips rotating into the kick in order to convey more power in it, using abdominal muscles in the act of rotation for more effect. Attacker raise up on the ball of his foot while kicking to allow greater pivoting speed and increase the power. Attacker hits with the shin which reduce the kick&#039;s reach but does more damage. Up to 2 hits in a row. High blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defensive Stance&#039;&#039;: Attacker jump up avoiding sweep attack, or switch left to right to avoid straight attack, using arms as barriers to block opponent attack. If two hits blocked in a row, a charge counter-attack is enabled. Average Blunt damage. High defensive rate. Defensive stances needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Great Chain&#039;&#039;: Fast-paced chain. Attacker step quickly to the left, block opponent attack with right arm and deliver a quick and powerfull punch with the joined fingers of the left hand onto ennemy&#039;s face. Attacker then excecute a low sweep kick in opponent legs which makes him fall backward, enough for attacker to throw a second and powerfull jumping punch on the stomach. Triple Blunt damage. Impossible to parry. A few second Stagger debuff to opponent.&lt;br /&gt;
&lt;br /&gt;
== Long Knife Style ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;long knifes&amp;quot; are sturdy weapons with thick and curved blades able to undergoes harsh blows. Sabre users can afflict powerfull hits, and pierce even the toughest armor for the best practitioners. The very structure of those weapons permit a fencing style of cut aswell as thrust. The Long Knife Style is very particular and can surprise the unaware opponents. Low defensive capacity, this style is all in the parry and counter-strike strategy. A close combat style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sabre, Broadsword, Falchion&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Long Knife) --&amp;gt; (Moulane Cut\nReq.: Sword 10)&lt;br /&gt;
(Moulane Cut\nReq.: Sword 10) --&amp;gt; (Slipping Thrust\nReq.: Sword 30)&lt;br /&gt;
(Slipping Thrust\nReq.: Sword 30) --&amp;gt; (Sword Fury\nReq.: Sword 50)&lt;br /&gt;
(Sword Fury\nReq.: Sword 50) --&amp;gt; (T Cross\nReq.: Sword 70)&lt;br /&gt;
(T Cross\nReq.: Sword 70) --&amp;gt; (Whirl Confusion\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Moulane Cut&#039;&#039;: En garde in front of opponent, attacker flips the sword from left to right with a slight moove of his wrist. Very fast attack which deliver an high cut damage to unaware ennemy.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slipping Thrust&#039;&#039;: Standing in front of opponent, attacker with strong leg forward will block an attack buy giving a slight hit on ennemy&#039;s weapon. His sword will stay bound to the ennemy&#039;s blade, slips against it then bounce up to give an hit on the head. Thrust damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Sword Fury&#039;&#039;: Attacker block an attack with right sabre, driving opponent weapon down then deliver a quick and powerfull slash across body from left to right, turn around on himself and reiterate. Double high slash damage. Hard to parry.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;T Cross&#039;&#039;: Attacker crosses his blades perpenducularly, orientating the crossing point for it to face opponent at any moment. If a hit is taken in the defensive block, attacker counter strike with right sword, inflicting a powerfull straight cut onto opponent body. Defensive stance needed. Good cut damage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Whirl Confusion&#039;&#039;: Attacker makes a quick vertical whirl with his right hand weapon while mooving toward opponent, unable to parry the charge without some slight slash damage. Attacker finish on a quick low slash onto opponent legs. Multiple slight slash damage if oponent on defensive stance. High slash damage onto the legs. Stun for few seconds.&lt;br /&gt;
&lt;br /&gt;
== Swordmaster Style ==&lt;br /&gt;
&lt;br /&gt;
The swordmaster dual-weilding is able to moove around his target and realise beautifull technical swing of his swords, mostly with the same type of weapon in each hands. This style is generaly not used in a battle field due to it beeing hard to learn and difficult to master (hard to learn to use the left hand as good as the right). This Style is good in a one on one situation but very less good against a group of target or against archers. It&#039;s mostly a parry and riposte style. Wielder of two swords must be able to quickly switch stances and sword position to keep the inbalance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Shortsword, Longsword, Broadsword&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Swordmaster) --&amp;gt; (Offensive Defense\nReq.: Sword 10)&lt;br /&gt;
(Offensive Defense\nReq.: Sword 10) --&amp;gt; (The Scissor\nReq.: Sword 30)&lt;br /&gt;
(The Scissor\nReq.: Sword 30) --&amp;gt; (The Embrace\nReq.: Sword 50)&lt;br /&gt;
(The Embrace\nReq.: Sword 50) --&amp;gt; (Counter-Swing\nReq.: Sword 70)&lt;br /&gt;
(Counter-Swing\nReq.: Sword 70) --&amp;gt; (Blade Stream\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Offensive Defense&#039;&#039;: Attacker use the defensive blade to find and bind opponent&#039;s blade(s) and shift them out of line as the offensive blade moves in with a cut or thrust as the opponent&#039;s exposed body. Defensive Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Scissor&#039;&#039;: Attacker trap opponent weapon(s) in the distal space between his crossed blades and then close the space with a scissoring motion to keep the opposing weapon(s) trapped as attacker thrust both blades simultaneously into ennemy&#039;s face, throat or body. Both defense and attack point. Defensive Stance needed. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Embrace&#039;&#039;: Attacker face opponent legs spreads and arms opponent, tip of his sword pointing up, he hit opponent weapon(s) with left hand then excecute a large slash across body from left to right on opponent chest. High slash damage. Normal Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Counter Swing&#039;&#039;: Attacker block an incoming hit with his left hand sword then immediatly swing with main sword (right hand) toward the forearm of the opponent&#039;s main arm. Attacker then follow-up with a attack to opponent legs. Double slash damage. Agressive stance neeeded.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Stream&#039;&#039;: Attacker slashes an X at opponent, first from top to bottom and then bottom to top. Attacker then makes a diagonal slash with the right sword, top-right to bottom-left, spin left and uses this momentum to deal a horizontal right to left slash with left sword. Fast-paced moove with 4 slash damage in a row. Bloody stance needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Engine documents]] [[Category:Server Design]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=20310</id>
		<title>Combat System</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Combat_System&amp;diff=20310"/>
		<updated>2014-08-04T16:14:45Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: /* Wall Style */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Combat styles =&lt;br /&gt;
&lt;br /&gt;
== Martial Style ==&lt;br /&gt;
&lt;br /&gt;
As opposed to barbaric style, the martial style relies more on training and discipline than sheer strength, soldiers are usually trained to fight with the martial style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: any melee skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all melee weapons&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Martial) --&amp;gt; (Front Charge)&lt;br /&gt;
(Martial) --&amp;gt; (Double Strike)&lt;br /&gt;
(Front Charge) --&amp;gt; (Charge Block\nReq.: Strength 80 Endurance 60)&lt;br /&gt;
(Front Charge) --&amp;gt; (Counter Strike\nReq.: Strength 80 Agility 60)&lt;br /&gt;
(Double Strike) --&amp;gt; (Counter Strike\nReq.: Strength 80 Agility 60)&lt;br /&gt;
(Charge Block\nReq.: Strength 80 Endurance 60) --&amp;gt; (Wall of Shields\nReq.: Strength 80 Endurance 80)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Front Charge&#039;&#039;: One of the first thing an infantry soldier is taught is how to properly deliver a charge against the enemy, charging has a greater chance to hit and hurt an enemy but expose the attacker at risk of sustaining a counter-attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Charge Block&#039;&#039;: By setting up their shield and defences the soldier is able to better defend against incoming attacks and eventually deliver an efficient counter attack against the charging opponent.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Double Strike&#039;&#039;: The soldier quickly strike twice his opponent to engage his defences.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Counter Strike&#039;&#039;: By opening up his guard the soldier invite the enemy to strike him of course he runs the risk of being hit but a skilled soldier knows his enemy is more vulnerable in his attack position and the soldier is ready to exploit his attacker weak position to deliver a mighty counterstrike. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Wall of Shields&#039;&#039;: Skilled foot  soldiers know their strength lies in their abilities to shield each others against the enemy to absorb their initial charge and then deliver a mighty counterattack. By setting up a wall of shields two or more cooperating foot soldiers are able to improve each others defences by creating a mighty defensive barrier.&lt;br /&gt;
&lt;br /&gt;
== Sword Style ==&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Shortsword, Longsword, Dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(One-handed Sword) --&amp;gt; (Sword Side Trush)&lt;br /&gt;
(One-handed Sword) --&amp;gt; (Sword Lunge)&lt;br /&gt;
(Sword Side Trush) --&amp;gt; (Sword Beat Attack\nReq.: Sword 20)&lt;br /&gt;
(Sword Lunge) --&amp;gt; (Sword Beat Attack\nReq.: Sword 20)&lt;br /&gt;
(Sword Beat Attack\nReq.: Sword 20) --&amp;gt; (Sword Disengage\nReq.: Sword 40)&lt;br /&gt;
(Sword Disengage\nReq.: Sword 40) --&amp;gt; (Sword Circular Parry\nReq.: Sword 60)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Side Trush&#039;&#039;: Hit with the blade edge, inflict slashing damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Side Lunge&#039;&#039;: Hit with the blade edge, inflict piercing damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Sword Beat Attack&#039;&#039;: Hit with the opponent weapons to gain priority and follow with a quick attack, inflicts more slashing damage Vs. opponents with higher Stances, can be easily blocked by opponent with defensive stances.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Sword Disengage&#039;&#039;: Beginning an attack in one direction, then quickly moving the point down in a semi-circle to attack a different location. This is used to trick the opponent into blocking the wrong direction. Gives the attacker higher priority (and a higher attack bonus for some time).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Sword Circular Parry&#039;&#039;: An advanced defensive technique, the attacker sword is twisted in a circle to catch the opponent&#039;s tip and deflect it away. It is commonly used to counter a disengage.&lt;br /&gt;
&lt;br /&gt;
== Fencing ==&lt;br /&gt;
Fencing style is more refined and less brutal than other weapon styles, it relies more on agility and speed instead of sheer strength and muscle power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Agility 60 or more&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Longsword, Shortsword, Sabre&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fencing) --&amp;gt; (A)&lt;br /&gt;
(Fencing) --&amp;gt; (B)&lt;br /&gt;
(A) --&amp;gt; (Feint\nReq.: Agi 80, Sword 20)&lt;br /&gt;
(B) --&amp;gt; (Feint\nReq.: Agi 80, Sword 20)&lt;br /&gt;
(Feint\nReq.: Agi 80, Sword 20) --&amp;gt; (Risposte\nReq.: Agi 80, Sword 40)&lt;br /&gt;
(Risposte\nReq.: Agi 80, Sword 40) --&amp;gt; (D\nReq.: Agi 80, Sword 60)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Assassin Style ==&lt;br /&gt;
&lt;br /&gt;
This style is mostly used by the stealthy characters and the warriors that favor knifes, daggers or shortswords use. It require agility, has a deadly attack power but is less good in defense. Disadvantage against &amp;quot;barbaric&amp;quot; opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Knife &amp;amp; Dagger skill 0, Melee skill 0, Sword skill 0, Light Armor skill 10, minimum Agility 100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: melee, knives, daggers, shortswords&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Assassin) --&amp;gt; (Lethal Takedown\nReq.: Agility 100, Knife &amp;amp; Dagger 10 or Sword 10 or Melee 10)&lt;br /&gt;
(Lethal Takedown\nReq.: Agility 100, Knife &amp;amp; Dagger 10 or Sword 10 or Melee 10) --&amp;gt; (Slit the Throat\nReq.: Agility 150, Knife &amp;amp; Dagger 30 or Sword 30 or Melee 30)&lt;br /&gt;
(Slit the Throat\nReq.: Agility 150, Knife &amp;amp; Dagger 30 or Sword 30 or Melee 30) --&amp;gt; (Dark Cloak\nReq.: Agility 200)&lt;br /&gt;
(Dark Cloak\nReq.: Agility 200) --&amp;gt; (Backstabbing Blow\nReq.: Agility 250, Knife &amp;amp; Dagger 60 or Sword 60 or Melee 60)&lt;br /&gt;
(Backstabbing Blow\nReq.: Agility 250, Knife &amp;amp; Dagger 60 or Sword 60 or Melee 60) --&amp;gt; (Bloodthirst\nReq.: Agility 300, Knife &amp;amp; Dagger 100 or Sword 100 or Melee 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Lethal Takedown&#039;&#039;: Attacker jump with agility behind the opponent, grab his shoulders and take opponent to the ground with an hook kick before hitting him on the head (or neck) with the handle of his weapon, or with a punch. Fast attack that stun opponent for few second. Agressive Stance needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slit the Throat&#039;: Attacker excecute a quick and silent forward roll, passing behind the opponent, stand quickly and grab the opponent head, making path free to slit his throat. It requires a good timing and concentration but is able to inflict a letal wound. Player using melee, punch opponent throat.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dark Cloak&#039;&#039;: Attacker concentrate his stealth knowledge and coats himself into shadows. As he crouches, the opponent is unable to see or touch him for a few second. Full defensive needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Backstabbing Blow&#039;&#039;: Attacker grabs opponent wrist, turns around on himself while pulling opponent forward and stab him in the back or inflict a powerfull punching blow. High Pierce/Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Bloodthirst&#039;&#039;: A fast-paced kill moove. Standing behind the opponent, attacker bring his weapon up to the right and slash it down to the left across his body, repeat the moove from top left to bottom right then finish on a down to up moove. Attacker inflict high slash damage on each moove (3). For melee users, Blunt damage with a bonus if player wearing crafted gauntlets. Bloody Stance needed.&lt;br /&gt;
&lt;br /&gt;
== Barbaric Style ==&lt;br /&gt;
&lt;br /&gt;
This style is designed to all the mighty warriors that likes to smash and bash in the fire of battles. Charge in and hit with the power of your strength and the blunt force of your weapon(s).  A good sword user can be deadly using a blunt weapon as those use more or less the same fencing technique. Only different beeing the the balance of the weapon. This style doesn&#039;t require as much strengh as we think, the masse of the weapon contribute alone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: minimum Strength 50, Mace &amp;amp; Hammer skill 0, Polearm &amp;amp; Spear skill 0, Sword skill 0, Axe skill 0.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: claymore, all polearm &amp;amp; spear, all mace &amp;amp; hammer, all big axes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Barbaric) --&amp;gt; (Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10 or Polearm &amp;amp; Spear 10)&lt;br /&gt;
(Power Attack\nReq.: Mace &amp;amp; Hammer 10 or Axe 10 or Sword 10 or Polearm &amp;amp; Spear 10) --&amp;gt; (Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30 or Polearm &amp;amp; Spear 30)&lt;br /&gt;
(Mighty Swing\nReq.: Mace &amp;amp; Hammer 30 or Axe 30 or Sword 30 or Polearm &amp;amp; Spear 30) --&amp;gt; (Furious Parry\nReq.: Strength 200, Endurance 150)&lt;br /&gt;
(Furious Parry\nReq.: Strength 200, Endurance 150) --&amp;gt; (Tricky Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70 or Polearm &amp;amp; Spear 70)&lt;br /&gt;
(Tricky Smash\nReq.: Mace &amp;amp; Hammer 70 or Axe 70 or Sword 70 or Polearm &amp;amp; Spear 70) --&amp;gt; (Whirlwind Strike\nReq.: Mace &amp;amp; Hammer 100 or Axe 100 or Sword 100 or Polearm &amp;amp; Spear 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Power Attack&#039;&#039;: Attacker swing his weapon onto opponent body sides. A powerful attack able to cause more damage but at the expenses of accuracy.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Mighty Swing&#039;: Attacker quickly kneel down and swing his weapon(s) toward opponent legs, then stand and afflict a second strike on any part of opponent body. Second hit can be blocked. Blunt damage. Powerful but less accurate. Cannot be used with defensive stances.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Furious Parry&#039;&#039;: Attacker use the masse of his weapon and smash it on opponent weapon rending him unavailable to attack for few second. Defensive Stance needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Tricky Smash&#039;&#039;: Standing, Attacker deliver a low hit toward opponent feet, attract his attention on blocking low, then turn around on himself and strike on opponent neck. Give a few second attack advantage as opponent is knocked backward.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Whirlwind Strike&#039;&#039;: Attacker strike down his weapon (up to down moove) once, stuning opponent for  few second then deliver a powerfull circular attack, if not blocked from the start (by the target), the attacker will be able to deal damage to anyone around him. It&#039;s not particulary accurate but do high damage.&lt;br /&gt;
&lt;br /&gt;
== Archery Style ==&lt;br /&gt;
&lt;br /&gt;
The hunters, the rangers or even the stealthy characters might choose the bows for its high accuracy, keeping ennemy at far range. The Archer has a poor defense but he can take on a lot of ennemy in few second with deadly shots. Archery is hard to master but a well rewarding class style.&lt;br /&gt;
Endurance is vital for the archer, allowing him to draw longer bows, or moove around while shooting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: minimum Endurance 100, Ranged skill 0.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all bows&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Archery) --&amp;gt; (Precise Shot\nReq.: all bows, Ranged 10)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (Hail of Arrows\nReq.: shortbow, Ranged 30)&lt;br /&gt;
(Precise Shot\nReq.: all bows, Ranged 10) --&amp;gt; (none yet\nReq.: longbow,  Ranged 30)&lt;br /&gt;
(Hail of Arrows\nReq.: shortbow, Ranged 30) --&amp;gt; (Grip Knock\nReq.: all bows, Endurance 200)&lt;br /&gt;
(none yet\nReq.: longbow,  Ranged 30) --&amp;gt; (Grip Knock\nReq.: all bows, Endurance 200)&lt;br /&gt;
(Grip Knock\nReq.: all bows, Endurance 200) --&amp;gt; (Kneeled Aim\nReq.: shortbow, Ranged 50)&lt;br /&gt;
(Grip Knock\nReq.: all bows, Endurance 200) --&amp;gt; (Ulber Shot\nReq.: longbow, Ranged 50, Endurance 300)&lt;br /&gt;
(Kneeled Aim\nReq.: shortbow, Ranged 50) --&amp;gt; (Rapid Fire\nReq.: shortbow, Ranged 70)&lt;br /&gt;
(Ulber Shot\nReq.: longbow, Ranged 50, Endurance 300) --&amp;gt; (Throught and Throught\nReq.: longbow, Ranged 70)&lt;br /&gt;
(Rapid Fire\nReq.: shortbow, Ranged 70) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100)&lt;br /&gt;
(Throught and Throught\nReq.: longbow, Ranged 70) --&amp;gt; (Incendiary Arrows\nReq.: all bows, Ranged 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Precise Shot&#039;&#039;: Slower but more precise shot, takes longer and inflitcs higher damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Hail of Arrows&#039;: Attacker hold several arrows in between the fingers of the draw hand (max3), allowing fast repeat shots. A quick hail of arrows, you&#039;re luck if you&#039;ve not been shot. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Grip Knock&#039;&#039;: Close combat moove. Attacker gives an hit to a close opponent with the grip of his bow. Make opponent sightly moove backward. Poor defensive rate. Give attacker few second reaction. Defensive Stance needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Kneeled Aim&#039;&#039;: Close combat attack. Attacker kneel onto the ground then sit on his heels. Attacker raise the bow, draw the string until the back of the arrow reach the corner of his mouth with three finger and aim right into the opponent chest, almost at close range. Hight pierce damage. No defensive stance possible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Ulber Shot&#039;&#039;: Archer draw the string very largely, which require a good endurance and release an arrow that stagger opponent for few second. Pierce damage. Stun effect.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Rapid Fire&#039;&#039;: Attacker aim the opponent, draw the string with the thumb, which allow him to walk left and right while shooting arrow very quickly. Attacker can shoot up to 10 arrows in few seconds. Bloody stance needed. Good Pierce damage, cannot pierce plate mail.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Throught and Throught&#039;&#039;: Attacker draw bow above their head then aim by laying bow horizontaly in front of him. Attacker release an arrow from great range penetrating mail and plate mail, afflecting several target (if aligned). High pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Incendiary Arrows&#039;: By alchemical means, attacker set his arrow on fire, aim and release a &amp;quot;rain&amp;quot; of arrows. Damage over time. Require a specific potion and the spell Flaming Weapon to be Off.&lt;br /&gt;
&lt;br /&gt;
== Infantry Style ==&lt;br /&gt;
&lt;br /&gt;
The most used style that require a good endurance and the science of shield handling. This style favor the light shields which can be lifted easier and used as weapon with a higher skill. Equally good at attack and defense, this style is at disadvantage against axes, two handed weapon or polearms. This style is good against a group of target and archers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Mace &amp;amp; Hammer skill 0, Axe skill 0, Shield Handling skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sword, Shortsword, Sabre, Broadsword, maces, hammer, warpick, waraxe, reinforced axe, small battle axe, battle axe, axe, all light and medium shields.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Infantry) --&amp;gt; (Vertical Slash\nReq.: Shield Handling 10, Sword 10 or Mace &amp;amp; Hammer 10 or Axe 10)&lt;br /&gt;
(Vertical Slash\nReq.: Shield Handling 10, Sword 10 or Mace &amp;amp; Hammer 10 or Axe 10) --&amp;gt; (Block and Stab\nReq.: Shield Handling 30, Sword 30)&lt;br /&gt;
(Vertical Slash\nReq.: Shield Handling 10, Sword 10 or Mace &amp;amp; Hammer 10 or Axe 10) --&amp;gt; (Edge Barrier\nReq.: Shield Handling 30, Mace &amp;amp; Hammer 30 or  Axe 30)&lt;br /&gt;
(Block and Stab\nReq.: Shield Handling 30, Sword 30) --&amp;gt; (Shield Slam\nReq.: Shield Handling 50)&lt;br /&gt;
(Edge Barrier\nReq.: Shield Handling 30, Mace &amp;amp; Hammer 30 or  Axe 30) --&amp;gt; (Double Quake\nReq.: Shield Handling 50, Mace &amp;amp; Hammer 50 or Axe 50)&lt;br /&gt;
(Shield Slam\nReq.: Shield Handling 50) --&amp;gt; (Infrantry Feint\nReq.: Shield Handling 70, Sword 70)&lt;br /&gt;
(Double Quake\nReq.: Shield Handling 50, Mace &amp;amp; Hammer 50 or Axe 50) --&amp;gt; (Martial Tremor\nReq.: Shield Handling 70, Mace &amp;amp; Hammer 70 or Axe 70)&lt;br /&gt;
(Infrantry Feint\nReq.: Shield Handling 70, Sword 70) --&amp;gt; (Infantry Wrath\nReq.: Shield Handling 100, Sword 100 or Mace &amp;amp; Hammer 100 or Axe 100)&lt;br /&gt;
(Martial Tremor\nReq.: Shield Handling 70, Mace &amp;amp; Hammer 70 or Axe 70) --&amp;gt; (Infantry Wrath\nReq.: Shield Handling 100, Sword 100 or Mace &amp;amp; Hammer 100 or Axe 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Vertical Slash&#039;&#039;: Vertical slash used to knock down your opponent. Attacker brings the weapon up and slash down across body, the shield raised in front of attacker face. Slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Block and Stab&#039;&#039;: Block opponent moove with the shield, bring other arm back and thrust forward at your opponent at any part of their body. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Edge Barrier&#039;&#039;: Attacker force his shield edge toward opponent and come rest it against his body, stiking opponent main arm on the side. Attacker then afflict a powerful side slash/crush with his weapon.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Shield Slam&#039;&#039;: Block your opponent moove then deliver an hit with your shield making the opponent step backward. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Double Quake&#039;&#039;: Shield facing opponent, weapon raised up, attacker gives a low blow to opponent legs, forcing him down then smash his shield tip/edge on any part of opponent body. Double blunt damage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Infantry Feint&#039;&#039;: Attacker block hit wiht his sword, bending his blade to the opponent one then push him over before delivring a powerfull blow on opponent back with his shield. High blunt impact + pierce damage if spiked shield. Stun opponent for few second.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Martial Tremor&#039;&#039;: Fast-paced moove where attacker slam opponent with shield once then afflict several hits in a row with his weapon. Opponent feels the repetitive blunt impact which stuns him for few second.  Blunt damage + up to 4 hits in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Infantry Wrath&#039;&#039;: Fence your opponent weapon off with your shield then jump hit him with the weapon. Stun for few second and high slash/blunt/pierce damage with jumped movement. Very fast moove, unblockable.&lt;br /&gt;
&lt;br /&gt;
== Blunt Force Style ==&lt;br /&gt;
&lt;br /&gt;
The Blunt Force fighting style is particulary efficient against an armored opponent or group of opponent, especially against plate mail in close combat action.  Hammers and maces allow one to maintain typicall long reach of swords while still inflicting damage to armored opponent. This fighting style is slow and can be dodged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Mace &amp;amp; Hammer skill 0, Axe skill 0, Strength 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all two-handed mace &amp;amp; hammer weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Blunt Force) --&amp;gt; (Head Smash\nReq.: Mace &amp;amp; Hammer 10)&lt;br /&gt;
(Head Smash\nReq.: Mace &amp;amp; Hammer 10) --&amp;gt; (Path Open\nReq.: Mace &amp;amp; Hammer 30)&lt;br /&gt;
(Path Open\nReq.: Mace &amp;amp; Hammer 30) --&amp;gt; (Battering Ram\nReq.: Mace &amp;amp; Hammer 50, Strength 150)&lt;br /&gt;
(Battering Ram\nReq.: Mace &amp;amp; Hammer 50, Strength 150) --&amp;gt; (Grappling\nReq.: Mace &amp;amp; Hammer 70)&lt;br /&gt;
(Grappling\nReq.: Mace &amp;amp; Hammer 70) --&amp;gt; (Blunt Impact\nReq.: Mace &amp;amp; Hammer 100, Strength 250)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Head Smash&#039;&#039;: Attacker use the head of his Mace/warhammer/hammer to smash on his opponent weapon. Slow moove, give defense advantage to attacker for few second. Blunt damage. Pierce damage if using spiked warhammer.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Path Open&#039;&#039;: Attacker slash his weapon across from left to right, fencing opponent weapon off. Attack advantage for few second.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Battering Ram&#039;&#039;: Main hand at the base of the weapon, other hand just under weapon head, attacker lean slightly then gives a battering ram like hit onto opponents legs, backs off quickly then slash down a tremendous blow with all the weight of his weapon onto destabilised opponent. High Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Grappling&#039;&#039;: Attacker smash down firmly his weapon  on the opponent shield, grappling it, making it fall onto the ground or rending it useless. Attack advantage for few second. If the opponent do not use shield but is armored, this power attack will lower his armor defense capacity.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blunt Impact&#039;&#039;: Attacker swirl his weapon above his head then smash it down in a powerfull move, afflicting several targets. Opponents stuned for few second. High blunt damage.&lt;br /&gt;
&lt;br /&gt;
== Left-hand Style ==&lt;br /&gt;
&lt;br /&gt;
This fighting style is sophisticate. It require an high flexibility and agility, beeing able to feint with suppleness and surprise the opponent with fast body and weapon moove. This style focus on the speed and attack power. Poor defense, this style is at disadvantage against shielded opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sword, Shortsword, Knife, Dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Left-hand) --&amp;gt; (Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Horizontal Thrust\nReq.: Sword 10, Knife &amp;amp; Dagger 10) --&amp;gt; (Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30)&lt;br /&gt;
(Cross Parry\nReq.: Sword 30, Knife &amp;amp; Dagger 30) --&amp;gt; (The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100)&lt;br /&gt;
(The Sliding\nReq.: Sword 50, Knife &amp;amp; Dagger 50, Agility 100) --&amp;gt; (Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Hilt Catch\nReq.: Sword 70, Knife &amp;amp; Dagger 70) --&amp;gt; (Feint of the Left-hand\nReq.: Sword 100, Knife &amp;amp; Dagger 100, Agility 200)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Thrust&#039;&#039;: Attacker raise sword horizontaly and parry opponent attack for few second. He, while then, lay down a bit and thrust forward at the opponent onto the chest with the dagger. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Cross Parry&#039;&#039;: Attacker cross firmly his sword and dagger hilts and parry opponent attack. Attacker then push his opponent backward and quickly open his arms, giving fast slash of his weapons. Slight Defense advantage for a few second. Eventual slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Sliding&#039;&#039;: Attacker quickly side face opponent, the tip of the sword up letting opponent weapon slide along his sword blade. Opponent is driven forward by his movement and attacker raise left hand above and stab his neck. Give time for attacker to step back.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Hilt Catch&#039;&#039;: Quickly dodge opponent attack with a side step and catch the hilt of his weapon with the dagger. Follow with a fast slash of the sword. High pierce damage. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Feint of the Left-hand&#039;&#039;: Attacker engage the opponent with main weapon (sword) by doing big whirls. Attract your opponent attention on your main weapon then surprise him with a swift attack of the left-hand weapon (small weapon). Easily pierce opponent defense. Give the attacker a defense disadvantage. &lt;br /&gt;
&lt;br /&gt;
== Two-Axe Style ==&lt;br /&gt;
&lt;br /&gt;
The axe is a perfect compromise between sword and hammer, give the speed and slash damage of the sword and permit attacker to crush on opponent like with an hammer. This style is highly balanced but hard to master. Primary mean of defense is dodging for axe weilders. Good for speedy, deadly attack and nasty tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Axe skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all axes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-Axe) --&amp;gt; (Close Whack\nReq.: Axe 10)&lt;br /&gt;
(Close Whack\nReq.: Axe 10) --&amp;gt; (Block and Poke\nReq.: Axe 30)&lt;br /&gt;
(Block and Poke\nReq.: Axe 30) --&amp;gt; (Strike and Pull\nReq.: Axe 50)&lt;br /&gt;
(Strike and Pull\nReq.: Axe 50) --&amp;gt; (Tricked Hook\nReq.: Axe 70)&lt;br /&gt;
(Tricked Hook\nReq.: Axe 70) --&amp;gt; (Master Blow\nReq.: Axe 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Close Whack&#039;&#039;: Power moove for close combat. Attacker whack opponent on the head with the end of his axe&#039;s haft. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Block and Poke&#039;&#039;: With right-hand axe haft, attacker block opponent move and poke in the pit of his stomach by a blunt thrust of his left-hand axe-head. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Strike and Pull&#039;&#039;: Swing axe aiming at the ennemy and when the haft strikes the ennemy&#039;s body, the attacker fix the axe in that position and then shift the whole body back by sliding the rear foot backward. Attack bonus. Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Tricked Hook&#039;&#039;: Attacker hook over the neck of opponent with axe head to compel him to move in another direction. Attacker can then smash his other axe onto the back of the opponent. Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Master Blow&#039;&#039;: The wielder swirl his axes around, confusing his opponent before delivring a double straight blow. The attacker use the balance of his axes to concentrate all the force of the blow into a small section of the edge so the axes has enough power to punch throught helmet or mail. High pierce damage. Bloody stance needed, bad defense for attacker.&lt;br /&gt;
&lt;br /&gt;
== Wall Style ==&lt;br /&gt;
&lt;br /&gt;
This style hightly favor the defense. The attacker can favor heavy shields to create a true wall around him or favor light ones and use them as weapons delivering blunt damage. Good defensive ability, this style requires a good amount of endurance to be used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Shield Handling skill 0, Strength 50, Endurance 100 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all shields&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Wall) --&amp;gt; (Fast Block\nReq.: Shield Handling 10)&lt;br /&gt;
(Fast Block\nReq.: Shield Handling 10) --&amp;gt; (Confusion Slaps\nReq.: Shield Handling 30)&lt;br /&gt;
(Confusion Slaps\nReq.: Shield Handling 30) --&amp;gt; (Forward March\nReq.: Shield Handling 50, Endurance 200)&lt;br /&gt;
(Forward March\nReq.: Shield Handling 50, Endurance 200) --&amp;gt; (Sharp Edge\nReq.: Shield Handling 70)&lt;br /&gt;
(Sharp Edge\nReq.: Shield Handling 70) --&amp;gt; (Impervious Wall\nReq.: Shield Handling 100, Endurance 400)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Fast Block&#039;&#039;: Attacker blocks quickly several of his opponent hits by swinging his shields to the right position. Ideal against sword users. Can be tricky against axe users or mace users.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Confusion Slaps&#039;&#039;: Attacker block, and use the opponent powermoove to hit back with the shield several time, knocking opponent for few second. Slight Blunt damage. Pierce damage if using spiked shield. (powermoove favor light shields. If heavy shields used, Blunt damage or Pierce damage reduced to 0)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Forward March&#039;&#039;: Attacker tighten his shields close by and charge in the oponent, pushing him backward. Annihilate opponent attack power for few second.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Sharp Edge&#039;&#039;: Attacker grasp the bottom of his shields with the other hand and drive edges into the opponent head. Blunt damage. (If using heavy shields, slower moove, attacker on a defensive disadvantage.)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Impervious Wall&#039;&#039;: Attacker Stun himself behind his shields, creating a true armored wall around him. Render attacker impervious to any melee attack for few second. Ask high Endurance level and tire the wielder.&lt;br /&gt;
&lt;br /&gt;
== Two-handed Fencing Style ==&lt;br /&gt;
&lt;br /&gt;
This style is very popular among the warriors, especially the tall races. A claymore permit to attack with an extra range and use the weapon lenght to do more damage. Those weapon are designed for close combat and duels. They make up for the weapon&#039;s slowness on the defence and can allow another blade to be momentarily trapped or bound up. Style Equally good in attack and defense, it require strenght, endurance and a good technique. Very effective against armored opponent. Disadvantage against small weapon users.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0, Strength 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: claymore&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Two-handed Fencing) --&amp;gt; (Edge Cut\nReq.: Sword 10)&lt;br /&gt;
(Edge Cut\nReq.: Sword 10) --&amp;gt; (Angry Charge\nReq.: Sword 30)&lt;br /&gt;
(Angry Charge\nReq.: Sword 30) --&amp;gt; (Metal Barrier\nReq.: Strength 200, Endurance 200)&lt;br /&gt;
(Metal Barrier\nReq.: Strength 200, Endurance 200) --&amp;gt; (The Bound\nReq.: Sword 70)&lt;br /&gt;
(The Bound\nReq.: Sword 70) --&amp;gt; (Blade Swirl\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Edge Cut&#039;&#039;: Attacker whirls around his claymore horizontaly  from up right to down on his opponent shoulders or arms with the sharp edge of the blade. This large moove describe almost a complet circle which increase the impact force. High slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Angry Charge&#039;&#039;: Attacker start with a high stance, with claymore above his head, the tip of the sword menacing the opponent face, both hands on the pommel. Attacker extend his arms in front of him then moove forward in a charge, straight to the target. Fast Attack with high pierce damage if not blocked.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Metal Barrier&#039;&#039;: Attacker present his claymore horizontaly, left hand on the pommel, right hand grabing the blade firmly, presenting the open space to the opponent weapon for an effective block. Efficient on defensives modes. Require to wear armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Bound&#039;&#039;: Attacker firmly stop opponent attack moove by putting his weapon blade against his opponent one. He then exert a pression to drive the opponent weapon away without cuting the blades bound. Attacker get close by opponent, his blade slipping straight to the opponent body. Defense bonus + Pierce damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Swirl&#039;&#039;: Close combat moove. Right hand on the pommel, left hand in the middle of the blade, the tip of the claymore pointed toward the ennemy&#039;s head, Attacker gives a powerfull hit on the opponent helmet with the tip of the blade, Attacker then swirl his blade around, pommel forward he excute a low sweep toward opponent legs. This combo is unstoppable, give high pierce then blunt damage. Require to wear armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
== Staff and Spear Style ==&lt;br /&gt;
&lt;br /&gt;
Combat with a stick or a quaterstaff has a long and varied history mostly due to the fact that it is very easy to manufacture. The quaterstaff is a long, slender club like structure that is used to deliver blunt, crushing blows. It is traditionaly made of oak or ash. The lenght can vary from 1,8 to 5,4 meters. This weapons is mostly used by martial art practitioners to keep ennemy at range. All the fighting maneuvers are fast-paced. Require an high agility and accuracy. This weapon can hurt even armored opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Polearm &amp;amp; Spear skill 0, Agility 50, Endurance 50 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: all polearm &amp;amp; spear weapons&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Staff &amp;amp; Spear) --&amp;gt; (Downward Strike\nReq.: Polearm &amp;amp; Spear 10)&lt;br /&gt;
(Downward Strike\nReq.: Polearm &amp;amp; Spear 10) --&amp;gt; (Defense Manoeuver\nReq.: Endurance 100, Agility 100)&lt;br /&gt;
(Defense Manoeuver\nReq.: Endurance 100, Agility 100) --&amp;gt; (Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150)&lt;br /&gt;
(Upward Strike\nReq.: Polearm &amp;amp; Spear 30, Endurance 150, Agility 150) --&amp;gt; (Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200)&lt;br /&gt;
(Horizontal Stun\nReq.: Polearm &amp;amp; Spear 70, Endurance 200, Agility 200) --&amp;gt; (Thrust Fury\nReq.: Polearm &amp;amp; Spear 100, Endurance 300, Agility 300)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Downward Strike&#039;&#039;: Staff hold by the non-dominant hand at the base of the weapon, other hand placed a quarter of the way up the staff. Attacker then drop the top hand to deliver a blow with the quarterstaff on opponent mid-section. Then, the warrior deliver an overhead blow to the back of the ennemy as he crouche over in pain. Double blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defense Manoeuver&#039;&#039;: Attacker block any blow by mooving his dominant hand which should be placed a quarter of the way up the staff. Bottom hand remain stationary while the dominant hand move in the direction that the blow is coming from. This moove is very precise and permit attacker to block most of the attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Upward Strike&#039;&#039;: Attacker left shoulder face opponent left shoulder. Long range. Attacker step forward opponent, knees sightly bent, attacker give a quick blow at the left side of opponent head with the left tip of the quaterstaff. Attacker then quickly change side and bring the right end of the staff up in a blow at the opposite side of opponent head. Double Blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Horizontal Stun&#039;&#039;: Body well cocked for maximum striking force, holding the staff straight behind him, attacker deliver a powerful horizontal strike at any part of opponent body. Bloody Stance. An hit delivred with this moove stun the opponent for few second. Too much use of this maneuver tire the weilder.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Thrust Fury&#039;&#039;: A multiple smash and hit maneuver. Attacker Start by holding the staff with one hand while resting the butt firmly on the ground. Attacker give a slight hit of the staff onto opponent weapon fencing it off. He then grab staff with both hand and thrust onto opponent chest (blunt damage with staf, pierce with polearm). Then, quickly give a large hit of the staff bottom onto opponent back, turns on himself and thrust once more with the tip of the staff. 3 hits in a row into a fast-paced moove.&lt;br /&gt;
&lt;br /&gt;
== Wasp Style ==&lt;br /&gt;
&lt;br /&gt;
The use of two daggers permit the wielder a very fast-paced combat. The warrior can moove around easily, dodges blows and afflict multiple slash in a row. Strategicaly this style consist in a constant harassment of the opponent. The upmost point of this style is to always keep the dagger forward, in an intimidation moove, highly offensive. This fighting style has a poor defense power, the attack delivred aren&#039;t very powerfull but constant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Knife &amp;amp; Dagger skill 0, Agility 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: knife, dagger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Wasp) --&amp;gt; (Scratch\nReq.: Knife &amp;amp; Dagger 10)&lt;br /&gt;
(Scratch\nReq.: Knife &amp;amp; Dagger 10) --&amp;gt; (Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100)&lt;br /&gt;
(Blackmail\nReq.: Knife &amp;amp; Dagger 30, Agility 100) --&amp;gt; (Mooving Target\nReq.: Agility 200)&lt;br /&gt;
(Mooving Target\nReq.: Agility 200) --&amp;gt; (Assault\nReq.: Knife &amp;amp; Dagger 70)&lt;br /&gt;
(Assault\nReq.: Knife &amp;amp; Dagger 70) --&amp;gt; (Blade Storm\nReq.: Knife &amp;amp; Dagger 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Scratch&#039;&#039;: Attacker in an agressive stance, moove from left to right in a confusing motion, then jump on the opponent left side and gives two quick stabs. 2 pierce damage in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blackmail&#039;&#039;: Attacker hold both dagger vertically, the tip pointing to the ground. Attacker quickly grasp opponent weapon hilt with a dagger while afflicting quick cuts with the other dagger on opponent hands and forearms. Can give up to 4 little slash hits in a row.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Mooving Target&#039;&#039;: Attacker has strong foot forward, rear heel up, weapon in front of solar plexus, the other protect the throat. This stance permit attacker to moove left and right around the opponent, excecuting quick slashes of his blade on any part of the opponent body (up to 10 little slashes in a row depending on opponent defensive power). Defensive stance. Slight slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Assault&#039;&#039;: Attacker sprint charge a short distance straight onto opponent and suddently step to the left, thrust onto opponent body while passing by with right dagger and turn around on himself giving a large slash across body of his left dagger onto opponent back. 2 hits in a row with good pierce and slash damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Storm&#039;&#039;: Attacker moove forward, forming a up to down slash across body whirl with his arms in a very fast-paced moove, tips of the daggers pointing to the ground. When close enough of the opponent, attacker jump and plant his dagger onto opponent shoulder or neck until the hilt. Multiple slash damages and a last high pierce damage hit. Very difficult to parry.&lt;br /&gt;
&lt;br /&gt;
== Fists and Feet Style ==&lt;br /&gt;
&lt;br /&gt;
This style is the art of using the body as a weapon. It require from the warrior an high concentration and accuracy, not only for the fighting technique but also because a strong mental is needed. The Fists and Feet user must constantly advance quickly and stay in a very close range to be more efficient. Size or force of the warrior doesn&#039;t matter as long as they master their technique and strategy. Can be very efficient against long range weapon if able to get closer to target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Melee skill 0, Agility 50, Strength 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: none&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Fists and Feet) --&amp;gt; (One-inch Punch\nReq.: Melee 10)&lt;br /&gt;
(One-inch Punch\nReq.: Melee 10) --&amp;gt; (Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100)&lt;br /&gt;
(Vertical Rebound Punch\nReq.: Melee 30, Endurance 100, Agility 100, Strength 100) --&amp;gt; (Roundhouse Kick\nReq.: Melee 70)&lt;br /&gt;
(Roundhouse Kick\nReq.: Melee 70) --&amp;gt; (Defensive Stance\nReq.: Endurance 200, Agility 200)&lt;br /&gt;
(Defensive Stance\nReq.: Endurance 200, Agility 200) --&amp;gt; (The Great Chain\nReq.: Melee 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;One-inch Punch&#039;&#039;: Attacker stand with his fists very close to the target. He then make a quick movement of the wrist which is held with the knuckles facing out on a horizontal axis, the wrist is then moved up and a strike is produced with the botton two knuckles. Generate a tremendous amount of impact force at very close distance. High blunt damage. Damage increased if a Kran or if armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Vertical Rebound Punch&#039;&#039;: The limb directly in front of the chest, elbow down, Attacker sprint jump over opponent and deliver a first vertical punch down on opponent body. The vertical nature of the punch allows attacker to absord the rebound of the punch which increase the power of the second blow given afterward while landing. Double blunt damage, the second beeing bigger. Damage increased if a Kran or if wearing armored gauntlets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Roundhouse Kick&#039;&#039;: Can be done targeting the low, middle or high opponent body part. Side facing opponent, Attacker throw his leg, hips rotating into the kick in order to convey more power in it, using abdominal muscles in the act of rotation for more effect. Attacker raise up on the ball of his foot while kicking to allow greater pivoting speed and increase the power. Attacker hits with the shin which reduce the kick&#039;s reach but does more damage. Up to 2 hits in a row. High blunt damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Defensive Stance&#039;&#039;: Attacker jump up avoiding sweep attack, or switch left to right to avoid straight attack, using arms as barriers to block opponent attack. If two hits blocked in a row, a charge counter-attack is enabled. Average Blunt damage. High defensive rate. Defensive stances needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Great Chain&#039;&#039;: Fast-paced chain. Attacker step quickly to the left, block opponent attack with right arm and deliver a quick and powerfull punch with the joined fingers of the left hand onto ennemy&#039;s face. Attacker then excecute a low sweep kick in opponent legs which makes him fall backward, enough for attacker to throw a second and powerfull jumping punch on the stomach. Triple Blunt damage. Impossible to parry. A few second Stagger debuff to opponent.&lt;br /&gt;
&lt;br /&gt;
== Long Knife Style ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;long knifes&amp;quot; are sturdy weapons with thick and curved blades able to undergoes harsh blows. Sabre users can afflict powerfull hits, and pierce even the toughest armor for the best practitioners. The very structure of those weapons permit a fencing style of cut aswell as thrust. The Long Knife Style is very particular and can surprise the unaware opponents. Low defensive capacity, this style is all in the parry and counter-strike strategy. A close combat style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Sabre, Broadsword, Falchion&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Long Knife) --&amp;gt; (Moulane Cut\nReq.: Sword 10)&lt;br /&gt;
(Moulane Cut\nReq.: Sword 10) --&amp;gt; (Slipping Thrust\nReq.: Sword 30)&lt;br /&gt;
(Slipping Thrust\nReq.: Sword 30) --&amp;gt; (Sword Fury\nReq.: Sword 50)&lt;br /&gt;
(Sword Fury\nReq.: Sword 50) --&amp;gt; (T Cross\nReq.: Sword 70)&lt;br /&gt;
(T Cross\nReq.: Sword 70) --&amp;gt; (Whirl Confusion\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Moulane Cut&#039;&#039;: En garde in front of opponent, attacker flips the sword from left to right with a slight moove of his wrist. Very fast attack which deliver an high cut damage to unaware ennemy.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Slipping Thrust&#039;&#039;: Standing in front of opponent, attacker with strong leg forward will block an attack buy giving a slight hit on ennemy&#039;s weapon. His sword will stay bound to the ennemy&#039;s blade, slips against it then bounce up to give an hit on the head. Thrust damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Sword Fury&#039;&#039;: Attacker block an attack with right sabre, driving opponent weapon down then deliver a quick and powerfull slash across body from left to right, turn around on himself and reiterate. Double high slash damage. Hard to parry.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;T Cross&#039;&#039;: Attacker crosses his blades perpenducularly, orientating the crossing point for it to face opponent at any moment. If a hit is taken in the defensive block, attacker counter strike with right sword, inflicting a powerfull straight cut onto opponent body. Defensive stance needed. Good cut damage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Whirl Confusion&#039;&#039;: Attacker makes a quick vertical whirl with his right hand weapon while mooving toward opponent, unable to parry the charge without some slight slash damage. Attacker finish on a quick low slash onto opponent legs. Multiple slight slash damage if oponent on defensive stance. High slash damage onto the legs. Stun for few seconds.&lt;br /&gt;
&lt;br /&gt;
== Swordmaster Style ==&lt;br /&gt;
&lt;br /&gt;
The swordmaster dual-weilding is able to moove around his target and realise beautifull technical swing of his swords, mostly with the same type of weapon in each hands. This style is generaly not used in a battle field due to it beeing hard to learn and difficult to master (hard to learn to use the left hand as good as the right). This Style is good in a one on one situation but very less good against a group of target or against archers. It&#039;s mostly a parry and riposte style. Wielder of two swords must be able to quickly switch stances and sword position to keep the inbalance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements&#039;&#039;: Sword skill 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;: Shortsword, Longsword, Broadsword&lt;br /&gt;
&lt;br /&gt;
&amp;lt;uml&amp;gt;&lt;br /&gt;
(Swordmaster) --&amp;gt; (Offensive Defense\nReq.: Sword 10)&lt;br /&gt;
(Offensive Defense\nReq.: Sword 10) --&amp;gt; (The Scissor\nReq.: Sword 30)&lt;br /&gt;
(The Scissor\nReq.: Sword 30) --&amp;gt; (The Embrace\nReq.: Sword 50)&lt;br /&gt;
(The Embrace\nReq.: Sword 50) --&amp;gt; (Counter-Swing\nReq.: Sword 70)&lt;br /&gt;
(Counter-Swing\nReq.: Sword 70) --&amp;gt; (Blade Stream\nReq.: Sword 100)&lt;br /&gt;
&amp;lt;/uml&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manoeuvre Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Offensive Defense&#039;&#039;: Attacker use the defensive blade to find and bind opponent&#039;s blade(s) and shift them out of line as the offensive blade moves in with a cut or thrust as the opponent&#039;s exposed body. Defensive Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Scissor&#039;&#039;: Attacker trap opponent weapon(s) in the distal space between his crossed blades and then close the space with a scissoring motion to keep the opposing weapon(s) trapped as attacker thrust both blades simultaneously into ennemy&#039;s face, throat or body. Both defense and attack point. Defensive Stance needed. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The Embrace&#039;&#039;: Attacker face opponent legs spreads and arms opponent, tip of his sword pointing up, he hit opponent weapon(s) with left hand then excecute a large slash across body from left to right on opponent chest. High slash damage. Normal Stance required.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Counter Swing&#039;&#039;: Attacker block an incoming hit with his left hand sword then immediatly swing with main sword (right hand) toward the forearm of the opponent&#039;s main arm. Attacker then follow-up with a attack to opponent legs. Double slash damage. Agressive stance neeeded.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blade Stream&#039;&#039;: Attacker slashes an X at opponent, first from top to bottom and then bottom to top. Attacker then makes a diagonal slash with the right sword, top-right to bottom-left, spin left and uses this momentum to deal a horizontal right to left slash with left sword. Fast-paced moove with 4 slash damage in a row. Bloody stance needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Engine documents]] [[Category:Server Design]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Behavior_Operations&amp;diff=20306</id>
		<title>Behavior Operations</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Behavior_Operations&amp;diff=20306"/>
		<updated>2014-08-03T06:37:52Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: /* Memorize Operation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A “Behavior” in NPCClient is a script defined in [[NPC_Behavior_Data_Structures#npcbehave.xml|npcbehave.xml]] to run to make the npc behave a certain way. It is almost like&lt;br /&gt;
a state, for AI designers used to state machine npcs. Example behaviors might include “guard&lt;br /&gt;
patrol”, “wander in forest”, “fight attackers”, “smith an item”. Before we talk about how&lt;br /&gt;
everything fits together we will go over what is possible in npcclient with these detailed behavior&lt;br /&gt;
scripts. The following is a list and reference description of each behavior script operation or&lt;br /&gt;
command you can use. They are put together in sequences called beaviors as will be described later in [[Behaviors_and_Reactions]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Assess Operation ==&lt;br /&gt;
(Net load: 1, CPU Load 1)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|physical&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The prefix for the physical perception.&lt;br /&gt;
|-&lt;br /&gt;
|magical&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The prefix for the magical perception.&lt;br /&gt;
|-&lt;br /&gt;
|overall&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The perfix for the overall perception.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each of the physical, magical, or overall will be assessed as; &amp;quot;extremely weaker&amp;quot;, &amp;quot;much weaker&amp;quot;, &amp;quot;weaker&amp;quot;, &amp;quot;equal&amp;quot;, &amp;quot;stronger&amp;quot;, &amp;quot;much stronger&amp;quot; or &amp;quot;extremely stronger&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;assess overall=&amp;quot;$target overall&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Typical reaction to catch the response to this would be as shown in the example below. $target is used here to make sure the correct assessment is matched to the same target. A npc will&lt;br /&gt;
not react if the target has changed before the response is received.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;react event=&amp;quot;assess equal&amp;quot; type=&amp;quot;$target overall&amp;quot; .../&amp;gt;&lt;br /&gt;
      &amp;lt;react event=&amp;quot;assess weaker&amp;quot; type=&amp;quot;$target overall&amp;quot; .../&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Auto Memorize Operation ==&lt;br /&gt;
(Net load: 1, CPU Load 1)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|types&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|Comma separated list of types. &amp;quot;all&amp;quot;, can be used to memorize everything to all.&lt;br /&gt;
|-&lt;br /&gt;
|enable&lt;br /&gt;
|bool&lt;br /&gt;
|true&lt;br /&gt;
|Enables or disables the types.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Auto memorize is a way to turn on and off memorizing of perception. This will be memorize without actually needing to react to thees. Related to the [[Behavior_Operations#Share_Memories_Operation|Share Memories Operation]].&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;auto_memorize types=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;auto_memorize types=&amp;quot;Hunting Ground,Marked&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;auto_memorize types=&amp;quot;Marked&amp;quot; enable=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
You can use a reaction without a behavior lists to enable the NPC to receive perceptions to be memorized if enabled.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;react type=&amp;quot;location sensed&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Build Operation ==&lt;br /&gt;
(Net load: 1, CPU Load 1)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|pickupable&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|If false the building deployed will not be pickupable by the players&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Build a building as specified bye the NPC&#039;s current held building spot as set by the [[Tribe Scripting]] [[Tribe_Scripting#LocateBuildingSpot|locateBuildingSpot]] function. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;build /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Busy Operation ==&lt;br /&gt;
(Net load: 1, CPU Load 1)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mark a NPC as busy. This will cancle the [[Behavior_Operations#Idle_Operation|Idle Operation]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;busy /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cast Operation ==&lt;br /&gt;
(Net load: 1, CPU Load 1)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|spell&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The name of the spell to cast.&lt;br /&gt;
|-&lt;br /&gt;
|k&lt;br /&gt;
|float&lt;br /&gt;
|1.0&lt;br /&gt;
|The kFactor to use when casting the spell.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Cast a spell on the current selected target.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;cast spell=&amp;quot;Flame Strike&amp;quot; k=&amp;quot;3.0&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Change Brain Operation ==&lt;br /&gt;
(Net load: 1, CPU Load 1)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|brain&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The name of the brain to load.&lt;br /&gt;
|-&lt;br /&gt;
|brain&lt;br /&gt;
|reload&lt;br /&gt;
|&lt;br /&gt;
|Reload the standard NPC the brain stored in the sc_npc_definition table.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Change the brain of the current selected target.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;change_brain brain=&amp;quot;Charmed&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Chase Operation ==&lt;br /&gt;
(Net load: 3, CPU Load 3)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The animation to use for the chase.&lt;br /&gt;
|-&lt;br /&gt;
|adaptiv_vel_script&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|A [[NPCClient math script]] used to adjust the adaptivVelocityScale. Additional variables defined for this script is &amp;quot;Distance&amp;quot; to the target of the chase and &amp;quot;AdaptivVelScale&amp;quot; that is the value used to adjust velocity. 1.1 will increase the velocity by 10%.&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|nearest_actor, nearest_npc, nearest_player, owner, target&lt;br /&gt;
|&lt;br /&gt;
|nearest_* is the nearest entity of that type. target is current target.&lt;br /&gt;
|-&lt;br /&gt;
|range&lt;br /&gt;
|float&lt;br /&gt;
|2.0&lt;br /&gt;
|The range to search for target of the chase.&lt;br /&gt;
|-&lt;br /&gt;
|chase_range&lt;br /&gt;
|float&lt;br /&gt;
| -1&lt;br /&gt;
|The range at where the chase should give up and issue a &amp;quot;&amp;lt;target&amp;gt; out of chase&amp;quot; perception. -1 is default to disable the max range check.&lt;br /&gt;
|-&lt;br /&gt;
|offset&lt;br /&gt;
|float&lt;br /&gt;
|0.5&lt;br /&gt;
|The distance to stop before the target of the chase. [[NPC Variables]] will be replaced. Expressions will be resolved. See [[Behavior_Offset|Offset]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|offset_angle&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|Size of the arc used to distribute the chase when approaching the target. The angle is in degrees.&lt;br /&gt;
|-&lt;br /&gt;
|offset_relative_heading&lt;br /&gt;
|bool&lt;br /&gt;
|false&lt;br /&gt;
|Make the offset relative to the target heading. [[NPC Variables]] will be replaced. See [[Behavior_Offset|Offset]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|vel&lt;br /&gt;
|float,$WALK,$RUN&lt;br /&gt;
|Default is to use the velocity from the behavior.&lt;br /&gt;
|The velocity to use when chasing.&lt;br /&gt;
|-&lt;br /&gt;
|ang_vel&lt;br /&gt;
|float&lt;br /&gt;
|&lt;br /&gt;
|0 is to use the default from the behavior.&lt;br /&gt;
|-&lt;br /&gt;
|collision&lt;br /&gt;
|string&lt;br /&gt;
|collision&lt;br /&gt;
|The name of the perception to be used when a collision perception is to be fired.&lt;br /&gt;
|-&lt;br /&gt;
|out_of_bounds&lt;br /&gt;
|string&lt;br /&gt;
|out of bounds&lt;br /&gt;
|The name of the perception to be used when a out of bounds perception is to be fired.&lt;br /&gt;
|-&lt;br /&gt;
|in_bounds&lt;br /&gt;
|string&lt;br /&gt;
|in bounds&lt;br /&gt;
|The name of the perception to be used when a in bound perception is to be fired.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Chasing a player is one example where both turning and moving at the same time are required to&lt;br /&gt;
give a realistic effect to the behavior. We have &amp;lt;move&amp;gt; and &amp;lt;rotate&amp;gt; but this one does them&lt;br /&gt;
together and intelligently to follow a targeted player or entity. Normally, this will be used to get&lt;br /&gt;
npc’s to chase after players if players run away during a fight.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;chase type=&amp;quot;enemy&amp;quot; anim=&amp;quot;walk&amp;quot; range=”2” /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this example, the npc will play the animation called “walk” while moving and turning as&lt;br /&gt;
appropriate to reduce his range to his most hated enemy. Of course, he is limited by his speed and&lt;br /&gt;
if the player can run faster than he can chase, he will never catch the player. An &amp;quot;&amp;lt;target&amp;gt; out of chase&amp;quot; perception&lt;br /&gt;
will be fired in this case.&lt;br /&gt;
&lt;br /&gt;
The “type” attribute of the operation can be either “enemy” as shown here, “owner” to follow the&lt;br /&gt;
NPC’s owner around, or “nearest” to chase after the nearest player at the time the operation was&lt;br /&gt;
initiated. This operation will continue until interrupted by another behavior or until the distance to&lt;br /&gt;
the target from the npc is less than the range specified. (2 is the default if no range is specified.)&lt;br /&gt;
This operation sends DR messages whenever it turns or changes course, plus the DR messages to&lt;br /&gt;
start the forward motion and animation, and to stop them. The CPU load is somewhat heavy&lt;br /&gt;
because CD must be performed as the npc is chasing, since his path is not predetermined.&lt;br /&gt;
&lt;br /&gt;
== Circle Operation ==&lt;br /&gt;
(Net load: 3, CPU Load: 2)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The animation to use for the operation.&lt;br /&gt;
|-&lt;br /&gt;
|radius&lt;br /&gt;
|float&lt;br /&gt;
|Mandatory, no default value&lt;br /&gt;
|Radius to move NPC around with.&lt;br /&gt;
|-&lt;br /&gt;
|angle&lt;br /&gt;
|float&lt;br /&gt;
|2PI&lt;br /&gt;
|The angle to move. Calculated if 0 and duration not 0.&lt;br /&gt;
|-&lt;br /&gt;
|duration&lt;br /&gt;
|float&lt;br /&gt;
|0&lt;br /&gt;
|The duration to move in circle. Calculated if 0. &lt;br /&gt;
|-&lt;br /&gt;
|ang_vel&lt;br /&gt;
|float&lt;br /&gt;
|&lt;br /&gt;
|The angular velocity to use when moving in the circle. Calculated if 0.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Moving the NPC around in a circle. The following example will move the npc around using the velocity defined in the behavior in one complete circle in 10 sec.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;circle anim=&amp;quot;walk&amp;quot; radius=”2” duration=&amp;quot;10&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Control Operation ==&lt;br /&gt;
(Net load: 3, CPU Load: 2)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Take control of an player an move with the player.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;control /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Copy_Locate Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 1)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|source&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory, no default value&lt;br /&gt;
|The source locate to copy from.&lt;br /&gt;
|-&lt;br /&gt;
|destination&lt;br /&gt;
|float&lt;br /&gt;
|Mandatory, no default value&lt;br /&gt;
|The destination locate to copy to.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Copy one locate from source to destination. Built in function like Wander and Navigate use the Active locate.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;locate obj=&amp;quot;some thing&amp;quot; destination=&amp;quot;SpecialPlace&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;copy_locate source=&amp;quot;SpecialPlace&amp;quot; destination=&amp;quot;Active&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Debug Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|level&lt;br /&gt;
|int&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The level of debug to turn on for current NPC.&lt;br /&gt;
|-&lt;br /&gt;
|exclusive&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|Will set on exclusive logging for this NPC.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Turn on and of debug printouts on the server console. Used for debuging of script operations. Level 1-4 Only the biggest events, 5-9 Medium number of events, 10-15 and more is maximum output.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;debug level=”2” /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dequip Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|slot&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The slot to dequip an move back into inventory.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dequip an item held by the NPC in the given slot.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;dequip slot=&amp;quot;righthand&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drop Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|slot&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The slot from which the item is to be dropped.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This operation allows an NPC to drop an item he has in inventory on the ground.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;drop slot=&amp;quot;lefthand&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Eat Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|resource&lt;br /&gt;
|string,tribe:wealth&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The resource to reward the tribe when eating.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Simple simulation that the tribe would gain things like flesh from eating at a dead entity withing a range of 1.0. The tribe wealth resource would be read from the wealt_resource_name field in the [[NPC_Behavior_Data_Structures#tribes#tribes|tribes]] table.&lt;br /&gt;
 &lt;br /&gt;
  Ex: &amp;lt;eat resource=&amp;quot;tribe:wealth&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;eat resource=&amp;quot;Flesh&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Emote Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|cmd&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The emote cmd to be used as defined in the emote.xml file. Including leading /.&lt;br /&gt;
|}&lt;br /&gt;
This operation allows an NPC to do an emotion.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;emote cmd=&amp;quot;/greet&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Equip Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|item&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The name of the item to equip&lt;br /&gt;
|-&lt;br /&gt;
|slot&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The sloot to dquip the item in&lt;br /&gt;
|-&lt;br /&gt;
|count&lt;br /&gt;
|int&lt;br /&gt;
|1&lt;br /&gt;
|The number of items to equip. Will be forced to at least 1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Equip one item from inventory into the given slot.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;equip item=&amp;quot;Sword&amp;quot; slot=&amp;quot;righthand&amp;quot; count=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hate List Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|delta&lt;br /&gt;
|float&lt;br /&gt;
|&lt;br /&gt;
|Add delta to hate list.&lt;br /&gt;
|-&lt;br /&gt;
|absolute&lt;br /&gt;
|float&lt;br /&gt;
|&lt;br /&gt;
|Set the hate value.&lt;br /&gt;
|-&lt;br /&gt;
|max&lt;br /&gt;
|float&lt;br /&gt;
|&lt;br /&gt;
|Hate should have a max value&lt;br /&gt;
|-&lt;br /&gt;
|min&lt;br /&gt;
|float&lt;br /&gt;
|&lt;br /&gt;
|Hate should have a min value&lt;br /&gt;
|-&lt;br /&gt;
|perception&lt;br /&gt;
|bool&lt;br /&gt;
|false&lt;br /&gt;
|Use perception instead of target to find target. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adjust the hate list for an npc. The current target or perception target is the target entry for the adjustment.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;hate_list delta=&amp;quot;0.5&amp;quot; max=&amp;quot;10.0&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;locate obj=&amp;quot;perception&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;hate_list absolute=&amp;quot;5.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
      Is equvivalent with:&lt;br /&gt;
  &lt;br /&gt;
      &amp;lt;hate_list perception=&amp;quot;yes&amp;quot; absolute=&amp;quot;5.0&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Idle Operation ==&lt;br /&gt;
(Net load: 1, CPU Load 1)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mark a NPC as idle. This operation cancle the [[Behavior_Operations#Busy_Operation|Busy operation]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;idle /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Invisible Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|}&lt;br /&gt;
No parameters.&lt;br /&gt;
&lt;br /&gt;
This operation makes the NPC invisible through the toggle visibility command. See [[Behavior_Operations#Visible_Operation|Visible Operation]].&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;invisible /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Locate Operation ==&lt;br /&gt;
(Net load: 0, CPU Load 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|obj&lt;br /&gt;
|See table below.&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The object to locate. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|failure&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|A perception to fire if fails to locate the given obj.&lt;br /&gt;
|-&lt;br /&gt;
|static&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|For location the search could be made static. Se description for more details.&lt;br /&gt;
|-&lt;br /&gt;
|range&lt;br /&gt;
|float&lt;br /&gt;
| -1&lt;br /&gt;
|The maximum range to locate within. -1 represents infinite.&lt;br /&gt;
|-&lt;br /&gt;
|random&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|If true a random return within the radius will be made. Otherwise the nearest entry will be returned.&lt;br /&gt;
|-&lt;br /&gt;
|outside_region&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Set this to true if the locate operation should consider entities outside region as well if a region is defined. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|invisible&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Set this to true if the locate operation should consider invisible objects&lt;br /&gt;
|-&lt;br /&gt;
|invincible&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Set this to true if the locate operation should consider invincible objects.&lt;br /&gt;
|-&lt;br /&gt;
|destination&lt;br /&gt;
|string&lt;br /&gt;
|Active&lt;br /&gt;
|Set the destination [[NPC locate location]]. [[NPC Variables]] will be replaced.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Obj can be one of the following:&lt;br /&gt;
{|&lt;br /&gt;
!obj&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;string&amp;gt;&lt;br /&gt;
|Locate a location. This is the default if none of the following obj types is matched.&lt;br /&gt;
|-&lt;br /&gt;
|actor&lt;br /&gt;
|Located nearest actor&lt;br /&gt;
|-&lt;br /&gt;
|building_spot&lt;br /&gt;
|Locate a building spot from the npc&#039;s building spot.&lt;br /&gt;
|-&lt;br /&gt;
|dead&lt;br /&gt;
|Nearest dead actor&lt;br /&gt;
|-&lt;br /&gt;
|entity:name:&amp;lt;name&amp;gt;&lt;br /&gt;
|Entity with given name&lt;br /&gt;
|-&lt;br /&gt;
|entity:pid:&amp;lt;pid&amp;gt;&lt;br /&gt;
|Entity with given pid&lt;br /&gt;
|-&lt;br /&gt;
|friend&lt;br /&gt;
|Nearest visible friend (NPC)&lt;br /&gt;
|-&lt;br /&gt;
|local_region&lt;br /&gt;
|Locate region in current sector.&lt;br /&gt;
|-&lt;br /&gt;
|ownbuffer&lt;br /&gt;
|Locate the own buffer.&lt;br /&gt;
|-&lt;br /&gt;
|owner&lt;br /&gt;
|Locate the owner, if this NPC is owned (Pets and stuff)&lt;br /&gt;
|-&lt;br /&gt;
|perception&lt;br /&gt;
|The location of the last received perception.&lt;br /&gt;
|-&lt;br /&gt;
|player&lt;br /&gt;
|Nearest player&lt;br /&gt;
|-&lt;br /&gt;
|point&lt;br /&gt;
|Random point&lt;br /&gt;
|-&lt;br /&gt;
|region&lt;br /&gt;
|Locate a random point within the region of the NPC.&lt;br /&gt;
|-&lt;br /&gt;
|self&lt;br /&gt;
|Locate your self&lt;br /&gt;
|-&lt;br /&gt;
|spawn&lt;br /&gt;
|Spawn location of the npc.&lt;br /&gt;
|-&lt;br /&gt;
|target&lt;br /&gt;
|Locate a target. The target will be the most hated from the NPC [[hate list]].&lt;br /&gt;
|-&lt;br /&gt;
|tribe:home&lt;br /&gt;
|Locate the npcs [[Tribes|tribe]] home place.&lt;br /&gt;
|-&lt;br /&gt;
|tribe:memory:string&lt;br /&gt;
|Locate something from the [[Tribes]] memory. See the [[Behavior_Operations#ShareMemories_Operation|ShareMemories]] and [[Behavior_Operations#Memorize_Operation|Memorize]] operation.&lt;br /&gt;
|-&lt;br /&gt;
|tribe:resource&lt;br /&gt;
|Locate a resource location from the memory of the [[Tribes|tribe]].&lt;br /&gt;
|-&lt;br /&gt;
|tribe:target&lt;br /&gt;
|Locate the most hated target for this tribe. The target will be the most hated from all the NPCs [[hate list]] in the tribe.&lt;br /&gt;
|-&lt;br /&gt;
|waypoint&lt;br /&gt;
|Will locate a waypoint.&lt;br /&gt;
|-&lt;br /&gt;
|waypoint:group:string&lt;br /&gt;
|Locate a waypoint from a given group&lt;br /&gt;
|-&lt;br /&gt;
|waypoint:name:string&lt;br /&gt;
|Locate a waypoint by name.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This operation is one of the more flexible and crucial operations in npc scripting. It allows the&lt;br /&gt;
scripter to have his npc “find” a certain thing or type of thing, and remember that location for other&lt;br /&gt;
scripting commands later such as turning, moving or attacking. The operation will store the position&lt;br /&gt;
found in the NPCs as active postion and calcualte the neares waypoint and store that in the active_waypoint.&lt;br /&gt;
For location it is possible to make the first search a static search. So that the first time the npc&lt;br /&gt;
do this operation it could search for a &amp;quot;Baker&amp;quot; location. The next time the operation is used it will&lt;br /&gt;
use the results of the first time even if there might be Bakers closer at that time.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;locate obj=&amp;quot;perception&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;locate obj=&amp;quot;target&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;locate obj=&amp;quot;furnace&amp;quot; range=&amp;quot;50&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;locate obj=&amp;quot;waypoint&amp;quot; failure=&amp;quot;no waypoint found&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example 1 finds the last perception received by the current npc and sets the active target location to&lt;br /&gt;
the location of that perception. This allows npcs who receive “Talk” perceptions to turn to face the&lt;br /&gt;
person talking to them. It allows npcs who have a spell cast on them to turn to face the caster, and&lt;br /&gt;
so on.&lt;br /&gt;
&lt;br /&gt;
Example 2 finds the location of the currently active “enemy” of the NPC, which is the entity with&lt;br /&gt;
the highest score on the NPC’s [[hate list]], and sets that location as the active target location for other&lt;br /&gt;
operations. This allows NPCs to turn to face the person they are attacking, chase attackers who are&lt;br /&gt;
retreating, etc.&lt;br /&gt;
&lt;br /&gt;
Example 3 uses predefined lists of named location types to find the closest one to the npc and sets&lt;br /&gt;
the active target location to the coordinates specified there. This is the most subtle of the 3, and in&lt;br /&gt;
some ways the most powerful so it deserves more discussion. Consider the following pictures:&lt;br /&gt;
&lt;br /&gt;
http://www.planeshift.it/download/docs/npc_pic1.png&lt;br /&gt;
&lt;br /&gt;
Here we have two blacksmith shops with similar items but different layouts. They might be side by&lt;br /&gt;
side or they might be in entirely different cities. LocTypes specify a list of Anvil locations, or a list&lt;br /&gt;
of Furnace locations, as marked by the stars on these pictures. When Example 3 says to locate the&lt;br /&gt;
nearest furnace, an NPC in smithy #1 will find his furnace while the NPC in smithy #2 will find his&lt;br /&gt;
own furnace. They will be able to share one script for moving between these points and acting like&lt;br /&gt;
a real blacksmith in their own location, even though they are in totally different smithy shops.&lt;br /&gt;
&lt;br /&gt;
This will become even more important when we implement player housing and player shops. It&lt;br /&gt;
will be possible with the scripts we have already today for a player to build the blacksmith shop of&lt;br /&gt;
his own design and for him to hire an npc smith to come work in that shop. The Smith NPC he&lt;br /&gt;
hired will be able to “know” how to get around the player’s shop magically.&lt;br /&gt;
&lt;br /&gt;
Something intended to be supported here but not actually implemented yet was the ability to locate&lt;br /&gt;
named objects or entities as well, so an NPC could locate a sword someone dropped on the ground&lt;br /&gt;
and things like this. Better integration with the entity system and perhaps integration with data&lt;br /&gt;
from the maps themselves rather than externally generated lists of points could make this even more&lt;br /&gt;
powerful.&lt;br /&gt;
&lt;br /&gt;
== Loop Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|iterations&lt;br /&gt;
|int&lt;br /&gt;
|0&lt;br /&gt;
|Number of iterations to do in this loop. No iterations attribute or a value of -1 is loop forever.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This operation allows you to loop a section of your script a certain number of times. This is mostly&lt;br /&gt;
useful for city npcs such as smiths and tavern barkeeps. Behaviors in general will loop if not&lt;br /&gt;
replaced by another behavior, but if you want subloops within the script, this is an easy way to do it.&lt;br /&gt;
&lt;br /&gt;
Ex:&lt;br /&gt;
  &amp;lt;loop iterations=&amp;quot;20&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;locate obj=&amp;quot;fire&amp;quot; range=&amp;quot;10&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;navigate anim=&amp;quot;walk&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;wait anim=&amp;quot;stand&amp;quot; duration=&amp;quot;30&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;locate obj=&amp;quot;anvil&amp;quot; range=&amp;quot;10&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;navigate anim=&amp;quot;walk&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;wait anim=&amp;quot;hammer&amp;quot; duration=&amp;quot;20&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;/loop&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this example, the blacksmith is scripted to walk back and forth between his fire and his anvil 20&lt;br /&gt;
times before moving on to the next operation in his script to act like a blacksmith.&lt;br /&gt;
&lt;br /&gt;
This operation does not affect the network at all and does not have CPU overhead.&lt;br /&gt;
&lt;br /&gt;
== Melee Operation ==&lt;br /&gt;
(Net load: 1, CPU Load: 2)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|seek_range&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|The range to search for new targets in melee&lt;br /&gt;
|-&lt;br /&gt;
|melee_range&lt;br /&gt;
|float[0.5-3.0] &lt;br /&gt;
|3.0&lt;br /&gt;
|The range where melee can be done. Max 3.0 to prevent npc/server conflicts.&lt;br /&gt;
|-&lt;br /&gt;
|attack_type&lt;br /&gt;
|string&lt;br /&gt;
|default&lt;br /&gt;
|The name of a special attack defined in the &#039;attacks&#039; table. If this attribute is not set an ordinary attack will be queued. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|stance&lt;br /&gt;
|string&lt;br /&gt;
|normal&lt;br /&gt;
|The stance to use when attacking. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|tribe&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|When set to true the tribe [[hate list]] will be used to select target. If true and NPC not member of a tribe the NPC [[hate list]] will be used as a fall back. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|outside_region&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Set to true to fight even outside region if a region is defined. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|invisible&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Will melee operation fight invisible entities&lt;br /&gt;
|-&lt;br /&gt;
|invincible&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Will melee operation fight invincible entities.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;melee&amp;gt; operation handles starting and ending fights for the NPC. It finds the most hated&lt;br /&gt;
enemy in range and tells the server to attack him. If there is no enemy in range, it finds the nearest&lt;br /&gt;
enemy that it does hate and prepares to chase him.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;melee seek_range=&amp;quot;10&amp;quot; melee_range=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The “melee_range” attribute specifies how far away the enemies can be while still fighting without&lt;br /&gt;
the npc needing to move. 3 meters is the maximum of how far away a player can be to hit the npc&lt;br /&gt;
also, so in most cases this is a good value. The “seek_range” specifies how far around himself the&lt;br /&gt;
npc should look for other enemies if none are found within the melee_range. If there are no&lt;br /&gt;
enemies within the seek_range, the npc starts to calm down and his current behavior (making his&lt;br /&gt;
‘melee’ operation active) is lowered in priority. If an enemy is found within the seek_range, the&lt;br /&gt;
NPC’s active enemy is set to this found person so the &amp;lt;chase type=”enemy”&amp;gt; operation can run&lt;br /&gt;
after him.&lt;br /&gt;
&lt;br /&gt;
This operation’s only network load is informing the server of its melee target and attack mode, and&lt;br /&gt;
switching these occasionally as people die, etc. The CPU load is in periodically (2x per second)&lt;br /&gt;
checking the [[hate list]] for the NPC to make sure the most hated person is being fought. If no one on&lt;br /&gt;
the [[hate list]] is within the melee range, a more expensive operation is done to find any hated people&lt;br /&gt;
within the seek_range, but this operation isn’t performed very often.&lt;br /&gt;
&lt;br /&gt;
See the NPC [[hate list]] for further details about the [[hate list]].&lt;br /&gt;
&lt;br /&gt;
== Memorize Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
Tribe operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|}&lt;br /&gt;
No Parameters.&lt;br /&gt;
&lt;br /&gt;
This is an operation that only will have effect for tribe members. The NPC will memorize the current perception as a private memory.&lt;br /&gt;
See the [[Behavior_Operations#Share_Memories_Operation|Share Memories Operation]] for how to make the memories known to other members of the tribe.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;memorize /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Move Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 5) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The animation to use when moving.&lt;br /&gt;
|-&lt;br /&gt;
|duration&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|The duration this move should have. The default is probably no good. &lt;br /&gt;
|-&lt;br /&gt;
|vel&lt;br /&gt;
|float,$WALK,$RUN&lt;br /&gt;
|Default is to use the velocity from the behavior.&lt;br /&gt;
|The velocity to use when moving.&lt;br /&gt;
|-&lt;br /&gt;
|ang_vel&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|By defining a ang_vel the movement will be much like the [[Behavior_Operations#Circle_Operation|Circle Operation]].&lt;br /&gt;
|-&lt;br /&gt;
|collision&lt;br /&gt;
|string&lt;br /&gt;
|collision&lt;br /&gt;
|The name of the perception to be used when a collision perception is to be fired.&lt;br /&gt;
|-&lt;br /&gt;
|out_of_bounds&lt;br /&gt;
|string&lt;br /&gt;
|out of bounds&lt;br /&gt;
|The name of the perception to be used when a out of bounds perception is to be fired.&lt;br /&gt;
|-&lt;br /&gt;
|in_bounds&lt;br /&gt;
|string&lt;br /&gt;
|in bounds&lt;br /&gt;
|The name of the perception to be used when a in bound perception is to be fired.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The most basic behavior operation in npcclient is &amp;lt;move&amp;gt;. It simply tells the npc to move forward&lt;br /&gt;
at a certain speed in the direction he is currently pointing, and to play a named animation while&lt;br /&gt;
doing so.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;move vel=&amp;quot;1&amp;quot; anim=&amp;quot;walk&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;move anim=&amp;quot;walk&amp;quot; vel=&amp;quot;$WALK&amp;quot; out_of_bounds=&amp;quot;move_outside_region&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This operation has no preset end or duration, so it will go until the behavior is preempted by another&lt;br /&gt;
higher priority behavior such as the one to turn, triggered by a collision perception. (See the next&lt;br /&gt;
section for a more detailed explanation of how behaviors pre-empt each other and change&lt;br /&gt;
priorities.)&lt;br /&gt;
&lt;br /&gt;
This operation has low networking overhead since all it does is trigger a single Dead Reckoning&lt;br /&gt;
(DR) update to start the forward motion. It does have CPU overhead during the entire duration of it&lt;br /&gt;
running though, since there is no way for npcclient to know what it might hit along this path. Every&lt;br /&gt;
500msec this operation wakes up and checks its latest movement for collisions, generating a&lt;br /&gt;
perception called “collision” for the behavior script to react to. Also at each 500msec checkpoint,&lt;br /&gt;
it checks the owner NPC’s region setting (such as “sunny meadow” in the example above), and if&lt;br /&gt;
there is a region specifed, the operation checks its current position to make sure the NPC is still “in&lt;br /&gt;
bounds”. If the NPC has made it outside the region in the last half second, it fires a perception&lt;br /&gt;
called “out of bounds”. It will not fire another “out of bounds” perception until an “in bounds”&lt;br /&gt;
perception has been detected.&lt;br /&gt;
&lt;br /&gt;
== MovePath Operation ==&lt;br /&gt;
(Net load: 2, CPU Load: 3) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|path&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The name of the path to use for the movement.&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The name of the animation to use for this movement&lt;br /&gt;
|-&lt;br /&gt;
|direction&lt;br /&gt;
|FORWARD,REVERSE&lt;br /&gt;
|FORWARD&lt;br /&gt;
|The direction to move along the path&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This operation tell the NPC to move in a predefined path. The path is a named entity in the path network. &lt;br /&gt;
From a start waypoint to and end waypoint with any number of path points in between. The path will either&lt;br /&gt;
be followed in the forward or reverse direction. Upon start of this the npc will be forced to the&lt;br /&gt;
start position of the path. The following example will move the NPC the reverse path to the clock tower.&lt;br /&gt;
  Ex: &amp;lt;movepath path=&amp;quot;Clock Tower&amp;quot; direction=&amp;quot;REVERSE&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;behavior &amp;quot;Ring the Clock&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;movepath path=&amp;quot;Clock Tower&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;wait anim=&amp;quot;Ring the Clock&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;movepath path=&amp;quot;Clock Tower&amp;quot; direction=&amp;quot;REVERSE&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/behavior&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Current implementation will extrapolate on the server and send updates to the client.&lt;br /&gt;
&lt;br /&gt;
The following old description isn&#039;t quite in line with current implementation. Sure it should be possible&lt;br /&gt;
to send the path to the client and do the math there. Suggest to include that as a option to the current&lt;br /&gt;
implementation. With today implementation the movement could be interrupted and it will stop when finished&lt;br /&gt;
with the path. To get the looping behavior either the behavior should be set to looping or a loop should&lt;br /&gt;
be created.&lt;br /&gt;
&lt;br /&gt;
--Start old description:&lt;br /&gt;
&lt;br /&gt;
This operation is another very easy one: &amp;lt;movepath&amp;gt;. It tells the npc to set its preset path to a 3d&lt;br /&gt;
spline specified in another file by name. Each client will take care of playing the right animations&lt;br /&gt;
along the spline as the npc progresses. The intent of this operation was really simply for birds to be&lt;br /&gt;
able to fly through the air as decoration rather than any gameplay reason. Aside from birds, most&lt;br /&gt;
creatures do not follow 3d spline paths in their normal behaviors.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;movepath path=&amp;quot;bird1&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This operation has no present end or duration, and will actually loop if not stopped by another&lt;br /&gt;
behavior.&lt;br /&gt;
&lt;br /&gt;
This operation has almost no network overhead, as the packed bytes of the spline are sent 1 time&lt;br /&gt;
across the network to anyone needing to see this npc, and no other network activity happens until&lt;br /&gt;
the &amp;lt;movepath&amp;gt; operation is interrupted.&lt;br /&gt;
&lt;br /&gt;
This operation also has almost zero CPU overhead, because there is no collision detection and no&lt;br /&gt;
bounds checking on this type of movement. The reasoning is that since predefined paths are being&lt;br /&gt;
followed, it is up to the designer/scripter to ensure that the path goes where they want it to and does&lt;br /&gt;
not hit anything along the way.&lt;br /&gt;
&lt;br /&gt;
--End old description&lt;br /&gt;
&lt;br /&gt;
== MoveTo Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 3) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|x&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|X-coordinate to move to&lt;br /&gt;
|-&lt;br /&gt;
|y&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|Y-coordinate to move to&lt;br /&gt;
|-&lt;br /&gt;
|z&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|Z-coordinate to move to&lt;br /&gt;
|-&lt;br /&gt;
|vel&lt;br /&gt;
|float,$WALK,$RUN&lt;br /&gt;
|Default is to use the velocity from the behavior.&lt;br /&gt;
|The velocity to use when moving.&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The name of the animation to use&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This operation tells the npc to turn and face a certain point in&lt;br /&gt;
3d space, then move in a straight line to that location at a certain speed. The turn is not animated,&lt;br /&gt;
so if you want an animated turn, you need a &amp;lt;rotate&amp;gt; op in front of this (see below). &amp;lt;moveto&amp;gt; also&lt;br /&gt;
specifies an animation name to play while performing this move.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;moveto x=&amp;quot;-38&amp;quot; y=&amp;quot;0&amp;quot; z=&amp;quot;-169&amp;quot; anim=&amp;quot;walk&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When this operation is executed, the angle necessary to point in the right direction towards this 3d&lt;br /&gt;
coordinate is calculated and the DR message to start the anim, start the movement and set the&lt;br /&gt;
rotation angle so it will look correct is sent. Then the operation calculates the time it will take to&lt;br /&gt;
traverse the distance at the specified speed and suspends itself for that length of time before waking&lt;br /&gt;
up and completing. Thus, this operation has zero processing during these ½ second update&lt;br /&gt;
opportunities. No CD checking is done and no bounds checking is done.&lt;br /&gt;
&lt;br /&gt;
When the operation wakes up a few seconds later, the &amp;lt;moveto&amp;gt; is considered complete, and&lt;br /&gt;
npcclient sends another DR message to stop the movement.&lt;br /&gt;
&lt;br /&gt;
While this operation is very cheap, it is also not very flexible because the coordinates are in the&lt;br /&gt;
NPCType and not in the NPC. Thus any NPC using this NPC Type with this command in it is&lt;br /&gt;
going to have to be willing to move to this exact 3d coordinate.&lt;br /&gt;
&lt;br /&gt;
== Navigate Operation ==&lt;br /&gt;
(Net load: 1, CPU Load 1) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The animation to use in the navigation.&lt;br /&gt;
|-&lt;br /&gt;
|failure&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The perception to fire if the operation fails.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;navigate&amp;gt; operation is a placeholder right now and is simpler than it will be in the future. It is&lt;br /&gt;
designed to work with &amp;lt;locate&amp;gt; and it moves the NPC in a straight line to the target location found&lt;br /&gt;
by the &amp;lt;locate&amp;gt; operation.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;navigate anim=&amp;quot;walk&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The only thing the operation specifies is the animation to play while moving. It works much like&lt;br /&gt;
&amp;lt;moveto&amp;gt; but uses the locate target destination instead of a single fixed location. The only network&lt;br /&gt;
overhead are the Start and Stop DR messages, and the only CPU overhead is calculating how long&lt;br /&gt;
to sleep between starting and stopping.&lt;br /&gt;
&lt;br /&gt;
For more complex movement the [[Behavior_Operations#Wander_Operation|Wander Operation]] should be&lt;br /&gt;
used that will use the path network to navigate. Though if there are no path directly to the location&lt;br /&gt;
to where the NPC should go a combination of Wander and Navigate could be used. Like this example&lt;br /&gt;
where wander is used to navigate using waypoints and navigate is used navigate into the exact&lt;br /&gt;
position of the tavern.&lt;br /&gt;
&lt;br /&gt;
  Ex &amp;lt;locate obj=&amp;quot;tavern&amp;quot; static=&amp;quot;yes&amp;quot; random=&amp;quot;yes&amp;quot; range=&amp;quot;800&amp;quot; &amp;gt; &amp;lt;!-- Locate my favorite tavern --&amp;gt;&lt;br /&gt;
     &amp;lt;wander /&amp;gt; &lt;br /&gt;
     &amp;lt;navigate /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== NOP Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
This is a no operation operation. It does absolutely nothing, though each behavior needs to have a set of operations, if nothing else insert this nop operation.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;nop /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Percept Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|event&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The name of the perception event to fire. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|target&lt;br /&gt;
|self,tribe,all,target&lt;br /&gt;
|self&lt;br /&gt;
|The recipient of this perception&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|string&lt;br /&gt;
|(null)&lt;br /&gt;
|The perception type. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|range&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|If set to something greater than 0.0 this perception will only be delivered if within that range.&lt;br /&gt;
|-&lt;br /&gt;
|condition&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|A [[NPCClient math script]] that if set will be evaluated and any non zero return value will cause the perception event to be fired.&lt;br /&gt;
|-&lt;br /&gt;
|failed_event&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The event to percept if the condition fail. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|delayed&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|The amount of time to delay before the perception is fired. [[NPC Variables]] will be replaced.&lt;br /&gt;
|}&lt;br /&gt;
This operation allows an NPC to fire a custom [[Behaviors_and_Reactions#Perceptions|perception]] to himself.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;percept event=&amp;quot;done wandering&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;percept event=&amp;quot;need help&amp;quot; target=&amp;quot;tribe&amp;quot; range=&amp;quot;50&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;percept event=&amp;quot;GoToSleep&amp;quot; condition=&amp;quot;DiurnalNight&amp;quot; delayed=&amp;quot;10&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pickup Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|obj&lt;br /&gt;
|string,perception&lt;br /&gt;
|perception&lt;br /&gt;
|The object to pick up. (Only perception implemented)&lt;br /&gt;
|-&lt;br /&gt;
|count&lt;br /&gt;
|int&lt;br /&gt;
|1&lt;br /&gt;
|Number of objects to pick up&lt;br /&gt;
|-&lt;br /&gt;
|equip&lt;br /&gt;
|slot&lt;br /&gt;
|&lt;br /&gt;
|name of slot to equip the item in (Not implemented)&lt;br /&gt;
|}&lt;br /&gt;
This operation allows an NPC to pickup an item he finds on the ground, and optionally equip(Not implemented) it if he can use it. Only objects that are pickable will be picked up.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;pickup obj=&amp;quot;perception&amp;quot; count=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;pickup obj=&amp;quot;perception&amp;quot; equip=&amp;quot;righthand&amp;quot; /&amp;gt; (Not Implemented)&lt;br /&gt;
&lt;br /&gt;
== Release Control Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Release the control of a player.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;release_control /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Reproduce Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
Tribe operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The tribe member type for this. [[NPC Variables]] will be replaced.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The reproduce operation will spawn the target with the type given. Tribes will use this to create different types of members (See: [[Tribe_Scripting#Select|Select]] statement in [[Tribe Scripting]]).&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;reproduce type=&amp;quot;Warrior&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make make a copy of your self&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;locate obj=&amp;quot;self&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;reproduce /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resurrect Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
Tribe operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|}&lt;br /&gt;
No Parameters.&lt;br /&gt;
&lt;br /&gt;
This operation will resurrect a tribe member within the radius of tribe home.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;resurrect /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This operation should be placed in an behavior that will be executed for dead NPCs. The reaction should&lt;br /&gt;
as well have the when_dead flag set.&lt;br /&gt;
 &lt;br /&gt;
  Ex: &amp;lt;behavior name=&amp;quot;Resurrect&amp;quot; completion_decay=&amp;quot;200&amp;quot; growth=&amp;quot;0&amp;quot; initial=&amp;quot;0&amp;quot; when_dead=&amp;quot;yes&amp;quot;&amp;gt;&lt;br /&gt;
         &amp;lt;resurrect/&amp;gt;&lt;br /&gt;
      &amp;lt;/behavior&amp;gt;&lt;br /&gt;
      &amp;lt;react event=&amp;quot;tribe:resurrect&amp;quot;    behavior=&amp;quot;Resurrect&amp;quot;     inactive_only=&amp;quot;yes&amp;quot; when_dead=&amp;quot;yes&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Reward Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
Tribe operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|resource&lt;br /&gt;
|string,tribe:wealth&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The resource to reward to the tribe. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|count&lt;br /&gt;
|int&lt;br /&gt;
|1&lt;br /&gt;
|The number of resource to reward.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Will reward a tribe with a resource. Using the special &#039;&#039;tribe:wealth&#039;&#039; keyword will result in a lockup in the tribe for whats the wealth resource.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;reward resource=&amp;quot;Gold Ore&amp;quot; count=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;reward resource=&amp;quot;tribe:wealth&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rotate Operation ==&lt;br /&gt;
(Net load: 1, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|See table below.&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The type of rotation operation to perform.&lt;br /&gt;
|-&lt;br /&gt;
|ang_vel&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|Angular velocity in degree. If 0 the NPC default angular velocity will be used.&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The animation to use for the rotation operation&lt;br /&gt;
|-&lt;br /&gt;
|max&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|For inregion and random a range can be defined.&lt;br /&gt;
|-&lt;br /&gt;
|min&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|For inregion and radom a range can be defined.&lt;br /&gt;
|-&lt;br /&gt;
|value&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|For absolute and relative a value to add in degrees should be given.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|inregion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|random&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|absolute&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|relative&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|locatedest&lt;br /&gt;
|Face in the direciton of the last located position.&lt;br /&gt;
|-&lt;br /&gt;
|locaterotation&lt;br /&gt;
|Face in the direction of the last located rotation angle.&lt;br /&gt;
|-&lt;br /&gt;
|target&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This operation &amp;lt;rotate&amp;gt; can be used to turn to a certain angle, to turn a relative amount, to turn a&lt;br /&gt;
random amount or to turn to face a previously located object. This turn is animated, to give a more&lt;br /&gt;
realistic look.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;rotate type=&amp;quot;random&amp;quot; min=&amp;quot;90&amp;quot; max=&amp;quot;270&amp;quot; anim=&amp;quot;walk&amp;quot; vel=&amp;quot;30&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;rotate type=&amp;quot;locatedest&amp;quot; anim=&amp;quot;walk&amp;quot; vel=&amp;quot;90&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first example here is a random turn of between 90 and 270 degrees from the current heading,&lt;br /&gt;
with an angular velocity of 30 degrees per second, while playing the “walk” animation. 30 degrees&lt;br /&gt;
per second means that the maximum turn of 270 degrees will take the npc 9 seconds.&lt;br /&gt;
&lt;br /&gt;
In the second example, we have already used our &amp;lt;locate&amp;gt; operation to find a point of interest near&lt;br /&gt;
us, and we want to turn to point directly at it. Here a different (faster) angular velocity is specified&lt;br /&gt;
but other angles aren’t necessary because they are implied by the current position of the NPC and&lt;br /&gt;
the located special destination.&lt;br /&gt;
&lt;br /&gt;
This operation requires a DR update to start and stop the rotation, as the only networking overhead.&lt;br /&gt;
CPU overhead is also minimal since npcclient calculates the time required to turn the full amount&lt;br /&gt;
and puts this script to sleep for that many msec until the turn is done, then stops it.&lt;br /&gt;
&lt;br /&gt;
== Script Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|name&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The name of the script&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Run a progression script. Target and Actor env is set for the script at the server.&lt;br /&gt;
  Ex: &amp;lt;script name=&amp;quot;my_script&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sequence Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|name&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The name of the sequence to control&lt;br /&gt;
|-&lt;br /&gt;
|cmd&lt;br /&gt;
|start,stop,loop&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The control of the sequence to issue.&lt;br /&gt;
|-&lt;br /&gt;
|count&lt;br /&gt;
|int&lt;br /&gt;
|1&lt;br /&gt;
|The number of times to loop the sequence.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sequences are defined in the map file. They can be started, stopped, or played a number of time with the loop command. This allow the NPC to interact with large animation of world objects. This&lt;br /&gt;
could be a winch that should run only when manned, a folding bridge or door that open and close etc.&lt;br /&gt;
  Ex: &amp;lt;sequence name=&amp;quot;winch_up&amp;quot; cmd=&amp;quot;start&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Set Buffer Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|buffer&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The name of the buffer.&lt;br /&gt;
|-&lt;br /&gt;
|value&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The value to set for the buffer.&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|npc,tribe&lt;br /&gt;
|npc&lt;br /&gt;
|The type of buffer to set.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Set either a NPC or a Tribe buffer. [[NPC Variables]] $NBUFFER[Buffer] (NPC Buffer) and $TBUFFER[Buffer] (Tribe Buffer) are replaced multiple places with the value of the buffer. &lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;set_buffer buffer=&amp;quot;Building&amp;quot; value=&amp;quot;Small Tent&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Share Memories Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
Tribe operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|}&lt;br /&gt;
No parameters&lt;br /&gt;
&lt;br /&gt;
This operation will share all private memories of the NPC with the tribe. Private memories is created with the [[Behavior_Operations#Memorize_Operation|Memorize Operation]]. They can be retrived by the [[Behavior_Operations#Locate_Operation|Locate Operation]] using tribe:memory:&amp;quot;memory name&amp;quot;. Memories can also be crated using the [[Behavior_Operations#Auto_Memorize_Operation|Auto Memorize Operation]].&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;share_memories /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sit Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|}&lt;br /&gt;
No parameters.&lt;br /&gt;
&lt;br /&gt;
Sit tells the npc to sit down. Use [[Behavior_Operations#Standup_Operation|standup operation]] to stand up again.&lt;br /&gt;
  Ex: &amp;lt;sit /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Standup Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|}&lt;br /&gt;
No parameters.&lt;br /&gt;
&lt;br /&gt;
Standup tells the npc to stand up. Use [[Behavior_Operations#Sit_Operation|sit operation]] to sit down again.&lt;br /&gt;
  Ex: &amp;lt;standup /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Talk Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|target&lt;br /&gt;
|boolean&lt;br /&gt;
|true&lt;br /&gt;
|Talk to current target&lt;br /&gt;
|-&lt;br /&gt;
|text&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The string to send&lt;br /&gt;
|-&lt;br /&gt;
|public&lt;br /&gt;
|boolean&lt;br /&gt;
|true&lt;br /&gt;
|Should this talk go to everyone in range, or only the target if public=false.&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|say,me,my,narrate&lt;br /&gt;
|say&lt;br /&gt;
|The type of talk.&lt;br /&gt;
|-&lt;br /&gt;
|command&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|A perception to send to target if it is a NPC. [[NPC Variables]] will be replaced.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If target is false, this will queue a talk command to the server from the NPC. If target is true and a target exists the same talk command will be sent to the server but a &amp;quot;&#039;&#039;command&#039;&#039;&amp;quot; perception will be sent to the&lt;br /&gt;
target as well. The target will than be able to react to this perception.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;talk target=&amp;quot;true&amp;quot; text=&amp;quot;Kneel in front of me.&amp;quot; command=&amp;quot;kneel&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;talk type=&amp;quot;me&amp;quot; text=&amp;quot;is angry&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;talk target=&amp;quot;true&amp;quot; text=&amp;quot;This message is only for you&amp;quot; public=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Teleport Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Teleport the NPC to the current active location.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;teleport /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Transfer Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|item&lt;br /&gt;
|string,tribe:wealth&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The name of the item to transfer. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|target&lt;br /&gt;
|tribe&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The target for this transfer.&lt;br /&gt;
|-&lt;br /&gt;
|count&lt;br /&gt;
|int&lt;br /&gt;
|-1&lt;br /&gt;
|Number of items to transfer. -1 is all items. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Transfere a number of item from one NPC to the target. &lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;transfer item=&amp;quot;tribe:wealth&amp;quot; target=&amp;quot;tribe&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This example will transfer all of the tribe wealth from the NPC to the tribe.&lt;br /&gt;
&lt;br /&gt;
== Tribe Home Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
Tribe operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|}&lt;br /&gt;
No Parameters.&lt;br /&gt;
&lt;br /&gt;
Move the tribe home to the last active position of the NPC. This operation will issue a &amp;quot;tribe:home moved&amp;quot; perception to all members of the tribe.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;tribe_home /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tribe Type Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
Tribe operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|Change tribe member type.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
No Parameters.&lt;br /&gt;
&lt;br /&gt;
Change the Tribe Member type of the current NPC to the new type.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;tribe_type type=&amp;quot;Queen&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unbuild Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
Tribe operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unbuild a building. The building has to be targeted.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;unbild /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Visible Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|}&lt;br /&gt;
No Parameters.&lt;br /&gt;
&lt;br /&gt;
This operation makes the NPC visible if it where invisible. See [[Behavior_Operations#Invisible_Operation|Invisible Operation]].&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;visible /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wait Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|duration&lt;br /&gt;
|float&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The duration to wait.  [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|random&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|The random duration to wait.  [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The animation to play while waiting.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This operation makes the NPC wait a specified length of time before progressing to the next&lt;br /&gt;
operation. It will loop an animation during this time also for you, so you can use it for crafting&lt;br /&gt;
actions, guard monitoring, or whatever you need that is a timed animated activity.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;wait duration=&amp;quot;30&amp;quot; anim=&amp;quot;stand&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;wait duration=&amp;quot;$NBUFFER[Sit_Duration]&amp;quot; anim=&amp;quot;sit&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This example tells the NPC to play the “stand” animation and do nothing for 30 seconds. This&lt;br /&gt;
requires a network DR message with the specified animation, and another to stop the animation&lt;br /&gt;
when the duration is over. There is almost no CPU required because the script goes to sleep for the&lt;br /&gt;
duration and is woken up automatically at the end.&lt;br /&gt;
&lt;br /&gt;
As with any other scripted operation, this operation can be interrupted if another behavior preempts&lt;br /&gt;
this one from completing. So if an npc is playing the above operation, and just standing there for&lt;br /&gt;
30 seconds, and is attacked by someone, presumably an attack behavior would become top priority&lt;br /&gt;
and the npc would stop waiting and attack back.&lt;br /&gt;
&lt;br /&gt;
This concludes the section on the detailed operations possible with npc scripting today. Now we&lt;br /&gt;
will discuss how these operations work together to define behaviors and how behaviors interact&lt;br /&gt;
with each other.&lt;br /&gt;
&lt;br /&gt;
== Wander Operation ==&lt;br /&gt;
(Net load: 2, CPU Load 1) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The animation to play while wandering.&lt;br /&gt;
|-&lt;br /&gt;
|vel&lt;br /&gt;
|float&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|random&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Turn on never ending random wandering.&lt;br /&gt;
|-&lt;br /&gt;
|underground&lt;br /&gt;
|boolean&lt;br /&gt;
|invalid&lt;br /&gt;
|If not set ignore underground, set true only wander underground, if set false never wander underground waypoints&lt;br /&gt;
|-&lt;br /&gt;
|underwater&lt;br /&gt;
|boolean&lt;br /&gt;
|invalid&lt;br /&gt;
|If not set ignore underwater, set true only wander underwater, if set false never wander underwater waypoints&lt;br /&gt;
|-&lt;br /&gt;
|private&lt;br /&gt;
|boolean&lt;br /&gt;
|invalid&lt;br /&gt;
|If not set ignore private, set true only wander private, if set false never wander private waypoints&lt;br /&gt;
|-&lt;br /&gt;
|public&lt;br /&gt;
|boolean&lt;br /&gt;
|invalid&lt;br /&gt;
|If not set ignore public, set true only wander public, if set false never wander public waypoints.&lt;br /&gt;
|-&lt;br /&gt;
|city&lt;br /&gt;
|boolean&lt;br /&gt;
|invalid&lt;br /&gt;
|If not set ignore city, set true only wander city, if set false never wander city waypoints.&lt;br /&gt;
|-&lt;br /&gt;
|indoor&lt;br /&gt;
|boolean&lt;br /&gt;
|invalid&lt;br /&gt;
|If not set ignore indoor, set true only wander indoor, set false never wander indoor waypoints.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Using random &amp;lt;move&amp;gt; and &amp;lt;rotate&amp;gt; operations works well for creating randomized wandering&lt;br /&gt;
behaviors in open, outdoor spaces and scripters should be using that approach there. However, in tighter, indoor areas like the hydlaa sewers or the dungeon, a more specific type of randomness is required.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;wander&amp;gt; operation makes the npc in question walk between an independently defined set of&lt;br /&gt;
“waypoints”. Each waypoint is a 3d coordinate and a tolerance radius. The radius adds a ‘fuzzy’&lt;br /&gt;
factor so that multiple npcs sharing the same set of waypoints will not all walk to the exact same&lt;br /&gt;
centimeter location. Even in tight locations, a tolerance radius of .5-1m will be a lot better than 0m. Waypoints will be created with the path system available as GM commands.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;wander anim=&amp;quot;walk&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As you see, the only thing specified by the wander operation is the animation to play while&lt;br /&gt;
wandering. The NPC starts by walking to the nearest waypoint to its current location, then follows&lt;br /&gt;
the waypoint choices to decide where to go next. This operation will take the NPC to the current active&lt;br /&gt;
waypoint as selected by the last [[Behavior_Operations#Locate_Operation|Locate Operation]].&lt;br /&gt;
&lt;br /&gt;
Each waypoint have a set off properties. It can be marked as indoor,underground,underwater,private,public, or city.&lt;br /&gt;
If the wander operations in specified with the indoor flag set to true only waypoints with the indoor attribute set to true will be used when wandering. Changing&lt;br /&gt;
waypoint attributes can be done by the GM command /path (TBD, Not impemented yet, has to be done in DB for now).&#039;&lt;br /&gt;
&lt;br /&gt;
Each waypoint is connected with a [[Sc_waypoint_linksTable|path]]. The path has a set of properites like TELEPORT, NO_WANDER, ONEWAY.&lt;br /&gt;
&lt;br /&gt;
This operation is very light on the network because it is all straight-line navigation between known,&lt;br /&gt;
preset points. There is 1 DR update per point hit by the npc. It is also quite light on CPU power&lt;br /&gt;
requirements because the points are known, which means no collision detection has to be done.&lt;br /&gt;
&lt;br /&gt;
One tricky thing about this is that normally non-horizontal walking is accomplished on the client&lt;br /&gt;
with collision detection with the ground/stairs. In order to get the most accurate-looking result on&lt;br /&gt;
the client, the client DOES do collision detection on these npcs. However, npcclient does simple&lt;br /&gt;
linear interpolation between the starting and ending y-coordinates of the 2 waypoints as an&lt;br /&gt;
approximation. Thus the server and client will not have the identical y-coordinate in all cases. This&lt;br /&gt;
should almost never be noticeable, though.&lt;br /&gt;
&lt;br /&gt;
== Watch Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|nearest_actor,nearest_npc,nearest_player,owner,target&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The type of watch to do.&lt;br /&gt;
|-&lt;br /&gt;
|range&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|The watch range. A perception will be generated when watched entity move out of range.&lt;br /&gt;
|-&lt;br /&gt;
|invisible&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Set to true to watch invisible entities.&lt;br /&gt;
|-&lt;br /&gt;
|invincible&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Set to true to watch invincible entities.&lt;br /&gt;
|-&lt;br /&gt;
|search_range&lt;br /&gt;
|float&lt;br /&gt;
|2.0&lt;br /&gt;
|When watching nearest, this range set the limit for how fare that entity can be.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Watch over nearby entities. The &amp;quot;nearest out of range&amp;quot;,&amp;quot;owner out of range&amp;quot;, or &amp;quot;target out of range&amp;quot; perception will be generated when the watched entity move out of range.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;behavior name=&amp;quot;Watch&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;watch type=&amp;quot;owner&amp;quot; range=&amp;quot;3.0&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/behavior&amp;gt;&lt;br /&gt;
      &amp;lt;react event=&amp;quot;owner out of range&amp;quot;   behavior=&amp;quot;follow_chase&amp;quot;  /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this example the NPC will watch the owner. If the owner move out of the watch range 3.0 the &amp;quot;owner out of range&amp;quot; perception will be fired and the new follow_chase behavior will start.&lt;br /&gt;
&lt;br /&gt;
== Work Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|dig,fish,harvest&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The type of work to do&lt;br /&gt;
|-&lt;br /&gt;
|resource&lt;br /&gt;
|string,tribe:wealth&lt;br /&gt;
|Mandatory&lt;br /&gt;
|Resource to work for or by using the keyword tribe:wealth look up in the tribe to find the resource.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Order an NPC to start digging for a resource. The keyword &amp;quot;tribe:wealth&amp;quot; will cause the resource to be looked up in the wealth_resource_nic field in the [[NPC_Behavior_Data_Structures#tribes|tribes]] table if the NPC is part of a tribe.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;work type=&amp;quot;dig&amp;quot; resource=&amp;quot;tribe:wealth&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;work type=&amp;quot;dig&amp;quot; resource=&amp;quot;Gold Ore&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Engine documents]] [[Category:NPCClient Design]] [[Category:NPCClient Scripting]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Behavior_Operations&amp;diff=20305</id>
		<title>Behavior Operations</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Behavior_Operations&amp;diff=20305"/>
		<updated>2014-08-03T06:35:49Z</updated>

		<summary type="html">&lt;p&gt;Eonwind: /* Melee Operation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A “Behavior” in NPCClient is a script defined in [[NPC_Behavior_Data_Structures#npcbehave.xml|npcbehave.xml]] to run to make the npc behave a certain way. It is almost like&lt;br /&gt;
a state, for AI designers used to state machine npcs. Example behaviors might include “guard&lt;br /&gt;
patrol”, “wander in forest”, “fight attackers”, “smith an item”. Before we talk about how&lt;br /&gt;
everything fits together we will go over what is possible in npcclient with these detailed behavior&lt;br /&gt;
scripts. The following is a list and reference description of each behavior script operation or&lt;br /&gt;
command you can use. They are put together in sequences called beaviors as will be described later in [[Behaviors_and_Reactions]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Assess Operation ==&lt;br /&gt;
(Net load: 1, CPU Load 1)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|physical&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The prefix for the physical perception.&lt;br /&gt;
|-&lt;br /&gt;
|magical&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The prefix for the magical perception.&lt;br /&gt;
|-&lt;br /&gt;
|overall&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The perfix for the overall perception.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each of the physical, magical, or overall will be assessed as; &amp;quot;extremely weaker&amp;quot;, &amp;quot;much weaker&amp;quot;, &amp;quot;weaker&amp;quot;, &amp;quot;equal&amp;quot;, &amp;quot;stronger&amp;quot;, &amp;quot;much stronger&amp;quot; or &amp;quot;extremely stronger&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;assess overall=&amp;quot;$target overall&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Typical reaction to catch the response to this would be as shown in the example below. $target is used here to make sure the correct assessment is matched to the same target. A npc will&lt;br /&gt;
not react if the target has changed before the response is received.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;react event=&amp;quot;assess equal&amp;quot; type=&amp;quot;$target overall&amp;quot; .../&amp;gt;&lt;br /&gt;
      &amp;lt;react event=&amp;quot;assess weaker&amp;quot; type=&amp;quot;$target overall&amp;quot; .../&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Auto Memorize Operation ==&lt;br /&gt;
(Net load: 1, CPU Load 1)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|types&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|Comma separated list of types. &amp;quot;all&amp;quot;, can be used to memorize everything to all.&lt;br /&gt;
|-&lt;br /&gt;
|enable&lt;br /&gt;
|bool&lt;br /&gt;
|true&lt;br /&gt;
|Enables or disables the types.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Auto memorize is a way to turn on and off memorizing of perception. This will be memorize without actually needing to react to thees. Related to the [[Behavior_Operations#Share_Memories_Operation|Share Memories Operation]].&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;auto_memorize types=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;auto_memorize types=&amp;quot;Hunting Ground,Marked&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;auto_memorize types=&amp;quot;Marked&amp;quot; enable=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
You can use a reaction without a behavior lists to enable the NPC to receive perceptions to be memorized if enabled.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;react type=&amp;quot;location sensed&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Build Operation ==&lt;br /&gt;
(Net load: 1, CPU Load 1)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|pickupable&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|If false the building deployed will not be pickupable by the players&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Build a building as specified bye the NPC&#039;s current held building spot as set by the [[Tribe Scripting]] [[Tribe_Scripting#LocateBuildingSpot|locateBuildingSpot]] function. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;build /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Busy Operation ==&lt;br /&gt;
(Net load: 1, CPU Load 1)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mark a NPC as busy. This will cancle the [[Behavior_Operations#Idle_Operation|Idle Operation]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;busy /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cast Operation ==&lt;br /&gt;
(Net load: 1, CPU Load 1)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|spell&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The name of the spell to cast.&lt;br /&gt;
|-&lt;br /&gt;
|k&lt;br /&gt;
|float&lt;br /&gt;
|1.0&lt;br /&gt;
|The kFactor to use when casting the spell.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Cast a spell on the current selected target.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;cast spell=&amp;quot;Flame Strike&amp;quot; k=&amp;quot;3.0&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Change Brain Operation ==&lt;br /&gt;
(Net load: 1, CPU Load 1)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|brain&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The name of the brain to load.&lt;br /&gt;
|-&lt;br /&gt;
|brain&lt;br /&gt;
|reload&lt;br /&gt;
|&lt;br /&gt;
|Reload the standard NPC the brain stored in the sc_npc_definition table.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Change the brain of the current selected target.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;change_brain brain=&amp;quot;Charmed&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Chase Operation ==&lt;br /&gt;
(Net load: 3, CPU Load 3)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The animation to use for the chase.&lt;br /&gt;
|-&lt;br /&gt;
|adaptiv_vel_script&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|A [[NPCClient math script]] used to adjust the adaptivVelocityScale. Additional variables defined for this script is &amp;quot;Distance&amp;quot; to the target of the chase and &amp;quot;AdaptivVelScale&amp;quot; that is the value used to adjust velocity. 1.1 will increase the velocity by 10%.&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|nearest_actor, nearest_npc, nearest_player, owner, target&lt;br /&gt;
|&lt;br /&gt;
|nearest_* is the nearest entity of that type. target is current target.&lt;br /&gt;
|-&lt;br /&gt;
|range&lt;br /&gt;
|float&lt;br /&gt;
|2.0&lt;br /&gt;
|The range to search for target of the chase.&lt;br /&gt;
|-&lt;br /&gt;
|chase_range&lt;br /&gt;
|float&lt;br /&gt;
| -1&lt;br /&gt;
|The range at where the chase should give up and issue a &amp;quot;&amp;lt;target&amp;gt; out of chase&amp;quot; perception. -1 is default to disable the max range check.&lt;br /&gt;
|-&lt;br /&gt;
|offset&lt;br /&gt;
|float&lt;br /&gt;
|0.5&lt;br /&gt;
|The distance to stop before the target of the chase. [[NPC Variables]] will be replaced. Expressions will be resolved. See [[Behavior_Offset|Offset]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|offset_angle&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|Size of the arc used to distribute the chase when approaching the target. The angle is in degrees.&lt;br /&gt;
|-&lt;br /&gt;
|offset_relative_heading&lt;br /&gt;
|bool&lt;br /&gt;
|false&lt;br /&gt;
|Make the offset relative to the target heading. [[NPC Variables]] will be replaced. See [[Behavior_Offset|Offset]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|vel&lt;br /&gt;
|float,$WALK,$RUN&lt;br /&gt;
|Default is to use the velocity from the behavior.&lt;br /&gt;
|The velocity to use when chasing.&lt;br /&gt;
|-&lt;br /&gt;
|ang_vel&lt;br /&gt;
|float&lt;br /&gt;
|&lt;br /&gt;
|0 is to use the default from the behavior.&lt;br /&gt;
|-&lt;br /&gt;
|collision&lt;br /&gt;
|string&lt;br /&gt;
|collision&lt;br /&gt;
|The name of the perception to be used when a collision perception is to be fired.&lt;br /&gt;
|-&lt;br /&gt;
|out_of_bounds&lt;br /&gt;
|string&lt;br /&gt;
|out of bounds&lt;br /&gt;
|The name of the perception to be used when a out of bounds perception is to be fired.&lt;br /&gt;
|-&lt;br /&gt;
|in_bounds&lt;br /&gt;
|string&lt;br /&gt;
|in bounds&lt;br /&gt;
|The name of the perception to be used when a in bound perception is to be fired.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Chasing a player is one example where both turning and moving at the same time are required to&lt;br /&gt;
give a realistic effect to the behavior. We have &amp;lt;move&amp;gt; and &amp;lt;rotate&amp;gt; but this one does them&lt;br /&gt;
together and intelligently to follow a targeted player or entity. Normally, this will be used to get&lt;br /&gt;
npc’s to chase after players if players run away during a fight.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;chase type=&amp;quot;enemy&amp;quot; anim=&amp;quot;walk&amp;quot; range=”2” /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this example, the npc will play the animation called “walk” while moving and turning as&lt;br /&gt;
appropriate to reduce his range to his most hated enemy. Of course, he is limited by his speed and&lt;br /&gt;
if the player can run faster than he can chase, he will never catch the player. An &amp;quot;&amp;lt;target&amp;gt; out of chase&amp;quot; perception&lt;br /&gt;
will be fired in this case.&lt;br /&gt;
&lt;br /&gt;
The “type” attribute of the operation can be either “enemy” as shown here, “owner” to follow the&lt;br /&gt;
NPC’s owner around, or “nearest” to chase after the nearest player at the time the operation was&lt;br /&gt;
initiated. This operation will continue until interrupted by another behavior or until the distance to&lt;br /&gt;
the target from the npc is less than the range specified. (2 is the default if no range is specified.)&lt;br /&gt;
This operation sends DR messages whenever it turns or changes course, plus the DR messages to&lt;br /&gt;
start the forward motion and animation, and to stop them. The CPU load is somewhat heavy&lt;br /&gt;
because CD must be performed as the npc is chasing, since his path is not predetermined.&lt;br /&gt;
&lt;br /&gt;
== Circle Operation ==&lt;br /&gt;
(Net load: 3, CPU Load: 2)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The animation to use for the operation.&lt;br /&gt;
|-&lt;br /&gt;
|radius&lt;br /&gt;
|float&lt;br /&gt;
|Mandatory, no default value&lt;br /&gt;
|Radius to move NPC around with.&lt;br /&gt;
|-&lt;br /&gt;
|angle&lt;br /&gt;
|float&lt;br /&gt;
|2PI&lt;br /&gt;
|The angle to move. Calculated if 0 and duration not 0.&lt;br /&gt;
|-&lt;br /&gt;
|duration&lt;br /&gt;
|float&lt;br /&gt;
|0&lt;br /&gt;
|The duration to move in circle. Calculated if 0. &lt;br /&gt;
|-&lt;br /&gt;
|ang_vel&lt;br /&gt;
|float&lt;br /&gt;
|&lt;br /&gt;
|The angular velocity to use when moving in the circle. Calculated if 0.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Moving the NPC around in a circle. The following example will move the npc around using the velocity defined in the behavior in one complete circle in 10 sec.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;circle anim=&amp;quot;walk&amp;quot; radius=”2” duration=&amp;quot;10&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Control Operation ==&lt;br /&gt;
(Net load: 3, CPU Load: 2)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Take control of an player an move with the player.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;control /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Copy_Locate Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 1)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|source&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory, no default value&lt;br /&gt;
|The source locate to copy from.&lt;br /&gt;
|-&lt;br /&gt;
|destination&lt;br /&gt;
|float&lt;br /&gt;
|Mandatory, no default value&lt;br /&gt;
|The destination locate to copy to.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Copy one locate from source to destination. Built in function like Wander and Navigate use the Active locate.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;locate obj=&amp;quot;some thing&amp;quot; destination=&amp;quot;SpecialPlace&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;copy_locate source=&amp;quot;SpecialPlace&amp;quot; destination=&amp;quot;Active&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Debug Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|level&lt;br /&gt;
|int&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The level of debug to turn on for current NPC.&lt;br /&gt;
|-&lt;br /&gt;
|exclusive&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|Will set on exclusive logging for this NPC.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Turn on and of debug printouts on the server console. Used for debuging of script operations. Level 1-4 Only the biggest events, 5-9 Medium number of events, 10-15 and more is maximum output.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;debug level=”2” /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dequip Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|slot&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The slot to dequip an move back into inventory.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dequip an item held by the NPC in the given slot.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;dequip slot=&amp;quot;righthand&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drop Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|slot&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The slot from which the item is to be dropped.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This operation allows an NPC to drop an item he has in inventory on the ground.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;drop slot=&amp;quot;lefthand&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Eat Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|resource&lt;br /&gt;
|string,tribe:wealth&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The resource to reward the tribe when eating.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Simple simulation that the tribe would gain things like flesh from eating at a dead entity withing a range of 1.0. The tribe wealth resource would be read from the wealt_resource_name field in the [[NPC_Behavior_Data_Structures#tribes#tribes|tribes]] table.&lt;br /&gt;
 &lt;br /&gt;
  Ex: &amp;lt;eat resource=&amp;quot;tribe:wealth&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;eat resource=&amp;quot;Flesh&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Emote Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|cmd&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The emote cmd to be used as defined in the emote.xml file. Including leading /.&lt;br /&gt;
|}&lt;br /&gt;
This operation allows an NPC to do an emotion.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;emote cmd=&amp;quot;/greet&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Equip Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|item&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The name of the item to equip&lt;br /&gt;
|-&lt;br /&gt;
|slot&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The sloot to dquip the item in&lt;br /&gt;
|-&lt;br /&gt;
|count&lt;br /&gt;
|int&lt;br /&gt;
|1&lt;br /&gt;
|The number of items to equip. Will be forced to at least 1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Equip one item from inventory into the given slot.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;equip item=&amp;quot;Sword&amp;quot; slot=&amp;quot;righthand&amp;quot; count=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hate List Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|delta&lt;br /&gt;
|float&lt;br /&gt;
|&lt;br /&gt;
|Add delta to hate list.&lt;br /&gt;
|-&lt;br /&gt;
|absolute&lt;br /&gt;
|float&lt;br /&gt;
|&lt;br /&gt;
|Set the hate value.&lt;br /&gt;
|-&lt;br /&gt;
|max&lt;br /&gt;
|float&lt;br /&gt;
|&lt;br /&gt;
|Hate should have a max value&lt;br /&gt;
|-&lt;br /&gt;
|min&lt;br /&gt;
|float&lt;br /&gt;
|&lt;br /&gt;
|Hate should have a min value&lt;br /&gt;
|-&lt;br /&gt;
|perception&lt;br /&gt;
|bool&lt;br /&gt;
|false&lt;br /&gt;
|Use perception instead of target to find target. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adjust the hate list for an npc. The current target or perception target is the target entry for the adjustment.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;hate_list delta=&amp;quot;0.5&amp;quot; max=&amp;quot;10.0&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;locate obj=&amp;quot;perception&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;hate_list absolute=&amp;quot;5.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
      Is equvivalent with:&lt;br /&gt;
  &lt;br /&gt;
      &amp;lt;hate_list perception=&amp;quot;yes&amp;quot; absolute=&amp;quot;5.0&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Idle Operation ==&lt;br /&gt;
(Net load: 1, CPU Load 1)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mark a NPC as idle. This operation cancle the [[Behavior_Operations#Busy_Operation|Busy operation]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;idle /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Invisible Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|}&lt;br /&gt;
No parameters.&lt;br /&gt;
&lt;br /&gt;
This operation makes the NPC invisible through the toggle visibility command. See [[Behavior_Operations#Visible_Operation|Visible Operation]].&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;invisible /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Locate Operation ==&lt;br /&gt;
(Net load: 0, CPU Load 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|obj&lt;br /&gt;
|See table below.&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The object to locate. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|failure&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|A perception to fire if fails to locate the given obj.&lt;br /&gt;
|-&lt;br /&gt;
|static&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|For location the search could be made static. Se description for more details.&lt;br /&gt;
|-&lt;br /&gt;
|range&lt;br /&gt;
|float&lt;br /&gt;
| -1&lt;br /&gt;
|The maximum range to locate within. -1 represents infinite.&lt;br /&gt;
|-&lt;br /&gt;
|random&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|If true a random return within the radius will be made. Otherwise the nearest entry will be returned.&lt;br /&gt;
|-&lt;br /&gt;
|outside_region&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Set this to true if the locate operation should consider entities outside region as well if a region is defined. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|invisible&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Set this to true if the locate operation should consider invisible objects&lt;br /&gt;
|-&lt;br /&gt;
|invincible&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Set this to true if the locate operation should consider invincible objects.&lt;br /&gt;
|-&lt;br /&gt;
|destination&lt;br /&gt;
|string&lt;br /&gt;
|Active&lt;br /&gt;
|Set the destination [[NPC locate location]]. [[NPC Variables]] will be replaced.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Obj can be one of the following:&lt;br /&gt;
{|&lt;br /&gt;
!obj&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;string&amp;gt;&lt;br /&gt;
|Locate a location. This is the default if none of the following obj types is matched.&lt;br /&gt;
|-&lt;br /&gt;
|actor&lt;br /&gt;
|Located nearest actor&lt;br /&gt;
|-&lt;br /&gt;
|building_spot&lt;br /&gt;
|Locate a building spot from the npc&#039;s building spot.&lt;br /&gt;
|-&lt;br /&gt;
|dead&lt;br /&gt;
|Nearest dead actor&lt;br /&gt;
|-&lt;br /&gt;
|entity:name:&amp;lt;name&amp;gt;&lt;br /&gt;
|Entity with given name&lt;br /&gt;
|-&lt;br /&gt;
|entity:pid:&amp;lt;pid&amp;gt;&lt;br /&gt;
|Entity with given pid&lt;br /&gt;
|-&lt;br /&gt;
|friend&lt;br /&gt;
|Nearest visible friend (NPC)&lt;br /&gt;
|-&lt;br /&gt;
|local_region&lt;br /&gt;
|Locate region in current sector.&lt;br /&gt;
|-&lt;br /&gt;
|ownbuffer&lt;br /&gt;
|Locate the own buffer.&lt;br /&gt;
|-&lt;br /&gt;
|owner&lt;br /&gt;
|Locate the owner, if this NPC is owned (Pets and stuff)&lt;br /&gt;
|-&lt;br /&gt;
|perception&lt;br /&gt;
|The location of the last received perception.&lt;br /&gt;
|-&lt;br /&gt;
|player&lt;br /&gt;
|Nearest player&lt;br /&gt;
|-&lt;br /&gt;
|point&lt;br /&gt;
|Random point&lt;br /&gt;
|-&lt;br /&gt;
|region&lt;br /&gt;
|Locate a random point within the region of the NPC.&lt;br /&gt;
|-&lt;br /&gt;
|self&lt;br /&gt;
|Locate your self&lt;br /&gt;
|-&lt;br /&gt;
|spawn&lt;br /&gt;
|Spawn location of the npc.&lt;br /&gt;
|-&lt;br /&gt;
|target&lt;br /&gt;
|Locate a target. The target will be the most hated from the NPC [[hate list]].&lt;br /&gt;
|-&lt;br /&gt;
|tribe:home&lt;br /&gt;
|Locate the npcs [[Tribes|tribe]] home place.&lt;br /&gt;
|-&lt;br /&gt;
|tribe:memory:string&lt;br /&gt;
|Locate something from the [[Tribes]] memory. See the [[Behavior_Operations#ShareMemories_Operation|ShareMemories]] and [[Behavior_Operations#Memorize_Operation|Memorize]] operation.&lt;br /&gt;
|-&lt;br /&gt;
|tribe:resource&lt;br /&gt;
|Locate a resource location from the memory of the [[Tribes|tribe]].&lt;br /&gt;
|-&lt;br /&gt;
|tribe:target&lt;br /&gt;
|Locate the most hated target for this tribe. The target will be the most hated from all the NPCs [[hate list]] in the tribe.&lt;br /&gt;
|-&lt;br /&gt;
|waypoint&lt;br /&gt;
|Will locate a waypoint.&lt;br /&gt;
|-&lt;br /&gt;
|waypoint:group:string&lt;br /&gt;
|Locate a waypoint from a given group&lt;br /&gt;
|-&lt;br /&gt;
|waypoint:name:string&lt;br /&gt;
|Locate a waypoint by name.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This operation is one of the more flexible and crucial operations in npc scripting. It allows the&lt;br /&gt;
scripter to have his npc “find” a certain thing or type of thing, and remember that location for other&lt;br /&gt;
scripting commands later such as turning, moving or attacking. The operation will store the position&lt;br /&gt;
found in the NPCs as active postion and calcualte the neares waypoint and store that in the active_waypoint.&lt;br /&gt;
For location it is possible to make the first search a static search. So that the first time the npc&lt;br /&gt;
do this operation it could search for a &amp;quot;Baker&amp;quot; location. The next time the operation is used it will&lt;br /&gt;
use the results of the first time even if there might be Bakers closer at that time.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;locate obj=&amp;quot;perception&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;locate obj=&amp;quot;target&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;locate obj=&amp;quot;furnace&amp;quot; range=&amp;quot;50&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;locate obj=&amp;quot;waypoint&amp;quot; failure=&amp;quot;no waypoint found&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example 1 finds the last perception received by the current npc and sets the active target location to&lt;br /&gt;
the location of that perception. This allows npcs who receive “Talk” perceptions to turn to face the&lt;br /&gt;
person talking to them. It allows npcs who have a spell cast on them to turn to face the caster, and&lt;br /&gt;
so on.&lt;br /&gt;
&lt;br /&gt;
Example 2 finds the location of the currently active “enemy” of the NPC, which is the entity with&lt;br /&gt;
the highest score on the NPC’s [[hate list]], and sets that location as the active target location for other&lt;br /&gt;
operations. This allows NPCs to turn to face the person they are attacking, chase attackers who are&lt;br /&gt;
retreating, etc.&lt;br /&gt;
&lt;br /&gt;
Example 3 uses predefined lists of named location types to find the closest one to the npc and sets&lt;br /&gt;
the active target location to the coordinates specified there. This is the most subtle of the 3, and in&lt;br /&gt;
some ways the most powerful so it deserves more discussion. Consider the following pictures:&lt;br /&gt;
&lt;br /&gt;
http://www.planeshift.it/download/docs/npc_pic1.png&lt;br /&gt;
&lt;br /&gt;
Here we have two blacksmith shops with similar items but different layouts. They might be side by&lt;br /&gt;
side or they might be in entirely different cities. LocTypes specify a list of Anvil locations, or a list&lt;br /&gt;
of Furnace locations, as marked by the stars on these pictures. When Example 3 says to locate the&lt;br /&gt;
nearest furnace, an NPC in smithy #1 will find his furnace while the NPC in smithy #2 will find his&lt;br /&gt;
own furnace. They will be able to share one script for moving between these points and acting like&lt;br /&gt;
a real blacksmith in their own location, even though they are in totally different smithy shops.&lt;br /&gt;
&lt;br /&gt;
This will become even more important when we implement player housing and player shops. It&lt;br /&gt;
will be possible with the scripts we have already today for a player to build the blacksmith shop of&lt;br /&gt;
his own design and for him to hire an npc smith to come work in that shop. The Smith NPC he&lt;br /&gt;
hired will be able to “know” how to get around the player’s shop magically.&lt;br /&gt;
&lt;br /&gt;
Something intended to be supported here but not actually implemented yet was the ability to locate&lt;br /&gt;
named objects or entities as well, so an NPC could locate a sword someone dropped on the ground&lt;br /&gt;
and things like this. Better integration with the entity system and perhaps integration with data&lt;br /&gt;
from the maps themselves rather than externally generated lists of points could make this even more&lt;br /&gt;
powerful.&lt;br /&gt;
&lt;br /&gt;
== Loop Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|iterations&lt;br /&gt;
|int&lt;br /&gt;
|0&lt;br /&gt;
|Number of iterations to do in this loop. No iterations attribute or a value of -1 is loop forever.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This operation allows you to loop a section of your script a certain number of times. This is mostly&lt;br /&gt;
useful for city npcs such as smiths and tavern barkeeps. Behaviors in general will loop if not&lt;br /&gt;
replaced by another behavior, but if you want subloops within the script, this is an easy way to do it.&lt;br /&gt;
&lt;br /&gt;
Ex:&lt;br /&gt;
  &amp;lt;loop iterations=&amp;quot;20&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;locate obj=&amp;quot;fire&amp;quot; range=&amp;quot;10&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;navigate anim=&amp;quot;walk&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;wait anim=&amp;quot;stand&amp;quot; duration=&amp;quot;30&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;locate obj=&amp;quot;anvil&amp;quot; range=&amp;quot;10&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;navigate anim=&amp;quot;walk&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;wait anim=&amp;quot;hammer&amp;quot; duration=&amp;quot;20&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;/loop&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this example, the blacksmith is scripted to walk back and forth between his fire and his anvil 20&lt;br /&gt;
times before moving on to the next operation in his script to act like a blacksmith.&lt;br /&gt;
&lt;br /&gt;
This operation does not affect the network at all and does not have CPU overhead.&lt;br /&gt;
&lt;br /&gt;
== Melee Operation ==&lt;br /&gt;
(Net load: 1, CPU Load: 2)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|seek_range&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|The range to search for new targets in melee&lt;br /&gt;
|-&lt;br /&gt;
|melee_range&lt;br /&gt;
|float[0.5-3.0] &lt;br /&gt;
|3.0&lt;br /&gt;
|The range where melee can be done. Max 3.0 to prevent npc/server conflicts.&lt;br /&gt;
|-&lt;br /&gt;
|attack_type&lt;br /&gt;
|string&lt;br /&gt;
|default&lt;br /&gt;
|The name of a special attack defined in the &#039;attacks&#039; table. If this attribute is not set an ordinary attack will be queued. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|stance&lt;br /&gt;
|string&lt;br /&gt;
|normal&lt;br /&gt;
|The stance to use when attacking. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|tribe&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|When set to true the tribe [[hate list]] will be used to select target. If true and NPC not member of a tribe the NPC [[hate list]] will be used as a fall back. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|outside_region&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Set to true to fight even outside region if a region is defined. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|invisible&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Will melee operation fight invisible entities&lt;br /&gt;
|-&lt;br /&gt;
|invincible&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Will melee operation fight invincible entities.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;melee&amp;gt; operation handles starting and ending fights for the NPC. It finds the most hated&lt;br /&gt;
enemy in range and tells the server to attack him. If there is no enemy in range, it finds the nearest&lt;br /&gt;
enemy that it does hate and prepares to chase him.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;melee seek_range=&amp;quot;10&amp;quot; melee_range=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The “melee_range” attribute specifies how far away the enemies can be while still fighting without&lt;br /&gt;
the npc needing to move. 3 meters is the maximum of how far away a player can be to hit the npc&lt;br /&gt;
also, so in most cases this is a good value. The “seek_range” specifies how far around himself the&lt;br /&gt;
npc should look for other enemies if none are found within the melee_range. If there are no&lt;br /&gt;
enemies within the seek_range, the npc starts to calm down and his current behavior (making his&lt;br /&gt;
‘melee’ operation active) is lowered in priority. If an enemy is found within the seek_range, the&lt;br /&gt;
NPC’s active enemy is set to this found person so the &amp;lt;chase type=”enemy”&amp;gt; operation can run&lt;br /&gt;
after him.&lt;br /&gt;
&lt;br /&gt;
This operation’s only network load is informing the server of its melee target and attack mode, and&lt;br /&gt;
switching these occasionally as people die, etc. The CPU load is in periodically (2x per second)&lt;br /&gt;
checking the [[hate list]] for the NPC to make sure the most hated person is being fought. If no one on&lt;br /&gt;
the [[hate list]] is within the melee range, a more expensive operation is done to find any hated people&lt;br /&gt;
within the seek_range, but this operation isn’t performed very often.&lt;br /&gt;
&lt;br /&gt;
See the NPC [[hate list]] for further details about the [[hate list]].&lt;br /&gt;
&lt;br /&gt;
== Memorize Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
Tribe operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|}&lt;br /&gt;
No Parameters.&lt;br /&gt;
&lt;br /&gt;
This is an operation that only will have effect for tribe members. The NPC will memorize the current perception as a private memory.&lt;br /&gt;
See the [[Behavior_Operations#ShareMemories_Operation|ShareMemories Operation]] for how to make the memories known to other members of the tribe.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;memorize /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Move Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 5) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The animation to use when moving.&lt;br /&gt;
|-&lt;br /&gt;
|duration&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|The duration this move should have. The default is probably no good. &lt;br /&gt;
|-&lt;br /&gt;
|vel&lt;br /&gt;
|float,$WALK,$RUN&lt;br /&gt;
|Default is to use the velocity from the behavior.&lt;br /&gt;
|The velocity to use when moving.&lt;br /&gt;
|-&lt;br /&gt;
|ang_vel&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|By defining a ang_vel the movement will be much like the [[Behavior_Operations#Circle_Operation|Circle Operation]].&lt;br /&gt;
|-&lt;br /&gt;
|collision&lt;br /&gt;
|string&lt;br /&gt;
|collision&lt;br /&gt;
|The name of the perception to be used when a collision perception is to be fired.&lt;br /&gt;
|-&lt;br /&gt;
|out_of_bounds&lt;br /&gt;
|string&lt;br /&gt;
|out of bounds&lt;br /&gt;
|The name of the perception to be used when a out of bounds perception is to be fired.&lt;br /&gt;
|-&lt;br /&gt;
|in_bounds&lt;br /&gt;
|string&lt;br /&gt;
|in bounds&lt;br /&gt;
|The name of the perception to be used when a in bound perception is to be fired.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The most basic behavior operation in npcclient is &amp;lt;move&amp;gt;. It simply tells the npc to move forward&lt;br /&gt;
at a certain speed in the direction he is currently pointing, and to play a named animation while&lt;br /&gt;
doing so.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;move vel=&amp;quot;1&amp;quot; anim=&amp;quot;walk&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;move anim=&amp;quot;walk&amp;quot; vel=&amp;quot;$WALK&amp;quot; out_of_bounds=&amp;quot;move_outside_region&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This operation has no preset end or duration, so it will go until the behavior is preempted by another&lt;br /&gt;
higher priority behavior such as the one to turn, triggered by a collision perception. (See the next&lt;br /&gt;
section for a more detailed explanation of how behaviors pre-empt each other and change&lt;br /&gt;
priorities.)&lt;br /&gt;
&lt;br /&gt;
This operation has low networking overhead since all it does is trigger a single Dead Reckoning&lt;br /&gt;
(DR) update to start the forward motion. It does have CPU overhead during the entire duration of it&lt;br /&gt;
running though, since there is no way for npcclient to know what it might hit along this path. Every&lt;br /&gt;
500msec this operation wakes up and checks its latest movement for collisions, generating a&lt;br /&gt;
perception called “collision” for the behavior script to react to. Also at each 500msec checkpoint,&lt;br /&gt;
it checks the owner NPC’s region setting (such as “sunny meadow” in the example above), and if&lt;br /&gt;
there is a region specifed, the operation checks its current position to make sure the NPC is still “in&lt;br /&gt;
bounds”. If the NPC has made it outside the region in the last half second, it fires a perception&lt;br /&gt;
called “out of bounds”. It will not fire another “out of bounds” perception until an “in bounds”&lt;br /&gt;
perception has been detected.&lt;br /&gt;
&lt;br /&gt;
== MovePath Operation ==&lt;br /&gt;
(Net load: 2, CPU Load: 3) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|path&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The name of the path to use for the movement.&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The name of the animation to use for this movement&lt;br /&gt;
|-&lt;br /&gt;
|direction&lt;br /&gt;
|FORWARD,REVERSE&lt;br /&gt;
|FORWARD&lt;br /&gt;
|The direction to move along the path&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This operation tell the NPC to move in a predefined path. The path is a named entity in the path network. &lt;br /&gt;
From a start waypoint to and end waypoint with any number of path points in between. The path will either&lt;br /&gt;
be followed in the forward or reverse direction. Upon start of this the npc will be forced to the&lt;br /&gt;
start position of the path. The following example will move the NPC the reverse path to the clock tower.&lt;br /&gt;
  Ex: &amp;lt;movepath path=&amp;quot;Clock Tower&amp;quot; direction=&amp;quot;REVERSE&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;behavior &amp;quot;Ring the Clock&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;movepath path=&amp;quot;Clock Tower&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;wait anim=&amp;quot;Ring the Clock&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;movepath path=&amp;quot;Clock Tower&amp;quot; direction=&amp;quot;REVERSE&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/behavior&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Current implementation will extrapolate on the server and send updates to the client.&lt;br /&gt;
&lt;br /&gt;
The following old description isn&#039;t quite in line with current implementation. Sure it should be possible&lt;br /&gt;
to send the path to the client and do the math there. Suggest to include that as a option to the current&lt;br /&gt;
implementation. With today implementation the movement could be interrupted and it will stop when finished&lt;br /&gt;
with the path. To get the looping behavior either the behavior should be set to looping or a loop should&lt;br /&gt;
be created.&lt;br /&gt;
&lt;br /&gt;
--Start old description:&lt;br /&gt;
&lt;br /&gt;
This operation is another very easy one: &amp;lt;movepath&amp;gt;. It tells the npc to set its preset path to a 3d&lt;br /&gt;
spline specified in another file by name. Each client will take care of playing the right animations&lt;br /&gt;
along the spline as the npc progresses. The intent of this operation was really simply for birds to be&lt;br /&gt;
able to fly through the air as decoration rather than any gameplay reason. Aside from birds, most&lt;br /&gt;
creatures do not follow 3d spline paths in their normal behaviors.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;movepath path=&amp;quot;bird1&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This operation has no present end or duration, and will actually loop if not stopped by another&lt;br /&gt;
behavior.&lt;br /&gt;
&lt;br /&gt;
This operation has almost no network overhead, as the packed bytes of the spline are sent 1 time&lt;br /&gt;
across the network to anyone needing to see this npc, and no other network activity happens until&lt;br /&gt;
the &amp;lt;movepath&amp;gt; operation is interrupted.&lt;br /&gt;
&lt;br /&gt;
This operation also has almost zero CPU overhead, because there is no collision detection and no&lt;br /&gt;
bounds checking on this type of movement. The reasoning is that since predefined paths are being&lt;br /&gt;
followed, it is up to the designer/scripter to ensure that the path goes where they want it to and does&lt;br /&gt;
not hit anything along the way.&lt;br /&gt;
&lt;br /&gt;
--End old description&lt;br /&gt;
&lt;br /&gt;
== MoveTo Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 3) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|x&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|X-coordinate to move to&lt;br /&gt;
|-&lt;br /&gt;
|y&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|Y-coordinate to move to&lt;br /&gt;
|-&lt;br /&gt;
|z&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|Z-coordinate to move to&lt;br /&gt;
|-&lt;br /&gt;
|vel&lt;br /&gt;
|float,$WALK,$RUN&lt;br /&gt;
|Default is to use the velocity from the behavior.&lt;br /&gt;
|The velocity to use when moving.&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The name of the animation to use&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This operation tells the npc to turn and face a certain point in&lt;br /&gt;
3d space, then move in a straight line to that location at a certain speed. The turn is not animated,&lt;br /&gt;
so if you want an animated turn, you need a &amp;lt;rotate&amp;gt; op in front of this (see below). &amp;lt;moveto&amp;gt; also&lt;br /&gt;
specifies an animation name to play while performing this move.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;moveto x=&amp;quot;-38&amp;quot; y=&amp;quot;0&amp;quot; z=&amp;quot;-169&amp;quot; anim=&amp;quot;walk&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When this operation is executed, the angle necessary to point in the right direction towards this 3d&lt;br /&gt;
coordinate is calculated and the DR message to start the anim, start the movement and set the&lt;br /&gt;
rotation angle so it will look correct is sent. Then the operation calculates the time it will take to&lt;br /&gt;
traverse the distance at the specified speed and suspends itself for that length of time before waking&lt;br /&gt;
up and completing. Thus, this operation has zero processing during these ½ second update&lt;br /&gt;
opportunities. No CD checking is done and no bounds checking is done.&lt;br /&gt;
&lt;br /&gt;
When the operation wakes up a few seconds later, the &amp;lt;moveto&amp;gt; is considered complete, and&lt;br /&gt;
npcclient sends another DR message to stop the movement.&lt;br /&gt;
&lt;br /&gt;
While this operation is very cheap, it is also not very flexible because the coordinates are in the&lt;br /&gt;
NPCType and not in the NPC. Thus any NPC using this NPC Type with this command in it is&lt;br /&gt;
going to have to be willing to move to this exact 3d coordinate.&lt;br /&gt;
&lt;br /&gt;
== Navigate Operation ==&lt;br /&gt;
(Net load: 1, CPU Load 1) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The animation to use in the navigation.&lt;br /&gt;
|-&lt;br /&gt;
|failure&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The perception to fire if the operation fails.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;navigate&amp;gt; operation is a placeholder right now and is simpler than it will be in the future. It is&lt;br /&gt;
designed to work with &amp;lt;locate&amp;gt; and it moves the NPC in a straight line to the target location found&lt;br /&gt;
by the &amp;lt;locate&amp;gt; operation.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;navigate anim=&amp;quot;walk&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The only thing the operation specifies is the animation to play while moving. It works much like&lt;br /&gt;
&amp;lt;moveto&amp;gt; but uses the locate target destination instead of a single fixed location. The only network&lt;br /&gt;
overhead are the Start and Stop DR messages, and the only CPU overhead is calculating how long&lt;br /&gt;
to sleep between starting and stopping.&lt;br /&gt;
&lt;br /&gt;
For more complex movement the [[Behavior_Operations#Wander_Operation|Wander Operation]] should be&lt;br /&gt;
used that will use the path network to navigate. Though if there are no path directly to the location&lt;br /&gt;
to where the NPC should go a combination of Wander and Navigate could be used. Like this example&lt;br /&gt;
where wander is used to navigate using waypoints and navigate is used navigate into the exact&lt;br /&gt;
position of the tavern.&lt;br /&gt;
&lt;br /&gt;
  Ex &amp;lt;locate obj=&amp;quot;tavern&amp;quot; static=&amp;quot;yes&amp;quot; random=&amp;quot;yes&amp;quot; range=&amp;quot;800&amp;quot; &amp;gt; &amp;lt;!-- Locate my favorite tavern --&amp;gt;&lt;br /&gt;
     &amp;lt;wander /&amp;gt; &lt;br /&gt;
     &amp;lt;navigate /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== NOP Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
This is a no operation operation. It does absolutely nothing, though each behavior needs to have a set of operations, if nothing else insert this nop operation.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;nop /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Percept Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|event&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The name of the perception event to fire. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|target&lt;br /&gt;
|self,tribe,all,target&lt;br /&gt;
|self&lt;br /&gt;
|The recipient of this perception&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|string&lt;br /&gt;
|(null)&lt;br /&gt;
|The perception type. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|range&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|If set to something greater than 0.0 this perception will only be delivered if within that range.&lt;br /&gt;
|-&lt;br /&gt;
|condition&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|A [[NPCClient math script]] that if set will be evaluated and any non zero return value will cause the perception event to be fired.&lt;br /&gt;
|-&lt;br /&gt;
|failed_event&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The event to percept if the condition fail. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|delayed&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|The amount of time to delay before the perception is fired. [[NPC Variables]] will be replaced.&lt;br /&gt;
|}&lt;br /&gt;
This operation allows an NPC to fire a custom [[Behaviors_and_Reactions#Perceptions|perception]] to himself.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;percept event=&amp;quot;done wandering&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;percept event=&amp;quot;need help&amp;quot; target=&amp;quot;tribe&amp;quot; range=&amp;quot;50&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;percept event=&amp;quot;GoToSleep&amp;quot; condition=&amp;quot;DiurnalNight&amp;quot; delayed=&amp;quot;10&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pickup Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|obj&lt;br /&gt;
|string,perception&lt;br /&gt;
|perception&lt;br /&gt;
|The object to pick up. (Only perception implemented)&lt;br /&gt;
|-&lt;br /&gt;
|count&lt;br /&gt;
|int&lt;br /&gt;
|1&lt;br /&gt;
|Number of objects to pick up&lt;br /&gt;
|-&lt;br /&gt;
|equip&lt;br /&gt;
|slot&lt;br /&gt;
|&lt;br /&gt;
|name of slot to equip the item in (Not implemented)&lt;br /&gt;
|}&lt;br /&gt;
This operation allows an NPC to pickup an item he finds on the ground, and optionally equip(Not implemented) it if he can use it. Only objects that are pickable will be picked up.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;pickup obj=&amp;quot;perception&amp;quot; count=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;pickup obj=&amp;quot;perception&amp;quot; equip=&amp;quot;righthand&amp;quot; /&amp;gt; (Not Implemented)&lt;br /&gt;
&lt;br /&gt;
== Release Control Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Release the control of a player.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;release_control /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Reproduce Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
Tribe operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The tribe member type for this. [[NPC Variables]] will be replaced.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The reproduce operation will spawn the target with the type given. Tribes will use this to create different types of members (See: [[Tribe_Scripting#Select|Select]] statement in [[Tribe Scripting]]).&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;reproduce type=&amp;quot;Warrior&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make make a copy of your self&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;locate obj=&amp;quot;self&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;reproduce /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resurrect Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
Tribe operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|}&lt;br /&gt;
No Parameters.&lt;br /&gt;
&lt;br /&gt;
This operation will resurrect a tribe member within the radius of tribe home.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;resurrect /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This operation should be placed in an behavior that will be executed for dead NPCs. The reaction should&lt;br /&gt;
as well have the when_dead flag set.&lt;br /&gt;
 &lt;br /&gt;
  Ex: &amp;lt;behavior name=&amp;quot;Resurrect&amp;quot; completion_decay=&amp;quot;200&amp;quot; growth=&amp;quot;0&amp;quot; initial=&amp;quot;0&amp;quot; when_dead=&amp;quot;yes&amp;quot;&amp;gt;&lt;br /&gt;
         &amp;lt;resurrect/&amp;gt;&lt;br /&gt;
      &amp;lt;/behavior&amp;gt;&lt;br /&gt;
      &amp;lt;react event=&amp;quot;tribe:resurrect&amp;quot;    behavior=&amp;quot;Resurrect&amp;quot;     inactive_only=&amp;quot;yes&amp;quot; when_dead=&amp;quot;yes&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Reward Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
Tribe operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|resource&lt;br /&gt;
|string,tribe:wealth&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The resource to reward to the tribe. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|count&lt;br /&gt;
|int&lt;br /&gt;
|1&lt;br /&gt;
|The number of resource to reward.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Will reward a tribe with a resource. Using the special &#039;&#039;tribe:wealth&#039;&#039; keyword will result in a lockup in the tribe for whats the wealth resource.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;reward resource=&amp;quot;Gold Ore&amp;quot; count=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;reward resource=&amp;quot;tribe:wealth&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rotate Operation ==&lt;br /&gt;
(Net load: 1, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|See table below.&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The type of rotation operation to perform.&lt;br /&gt;
|-&lt;br /&gt;
|ang_vel&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|Angular velocity in degree. If 0 the NPC default angular velocity will be used.&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The animation to use for the rotation operation&lt;br /&gt;
|-&lt;br /&gt;
|max&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|For inregion and random a range can be defined.&lt;br /&gt;
|-&lt;br /&gt;
|min&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|For inregion and radom a range can be defined.&lt;br /&gt;
|-&lt;br /&gt;
|value&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|For absolute and relative a value to add in degrees should be given.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|inregion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|random&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|absolute&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|relative&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|locatedest&lt;br /&gt;
|Face in the direciton of the last located position.&lt;br /&gt;
|-&lt;br /&gt;
|locaterotation&lt;br /&gt;
|Face in the direction of the last located rotation angle.&lt;br /&gt;
|-&lt;br /&gt;
|target&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This operation &amp;lt;rotate&amp;gt; can be used to turn to a certain angle, to turn a relative amount, to turn a&lt;br /&gt;
random amount or to turn to face a previously located object. This turn is animated, to give a more&lt;br /&gt;
realistic look.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;rotate type=&amp;quot;random&amp;quot; min=&amp;quot;90&amp;quot; max=&amp;quot;270&amp;quot; anim=&amp;quot;walk&amp;quot; vel=&amp;quot;30&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;rotate type=&amp;quot;locatedest&amp;quot; anim=&amp;quot;walk&amp;quot; vel=&amp;quot;90&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first example here is a random turn of between 90 and 270 degrees from the current heading,&lt;br /&gt;
with an angular velocity of 30 degrees per second, while playing the “walk” animation. 30 degrees&lt;br /&gt;
per second means that the maximum turn of 270 degrees will take the npc 9 seconds.&lt;br /&gt;
&lt;br /&gt;
In the second example, we have already used our &amp;lt;locate&amp;gt; operation to find a point of interest near&lt;br /&gt;
us, and we want to turn to point directly at it. Here a different (faster) angular velocity is specified&lt;br /&gt;
but other angles aren’t necessary because they are implied by the current position of the NPC and&lt;br /&gt;
the located special destination.&lt;br /&gt;
&lt;br /&gt;
This operation requires a DR update to start and stop the rotation, as the only networking overhead.&lt;br /&gt;
CPU overhead is also minimal since npcclient calculates the time required to turn the full amount&lt;br /&gt;
and puts this script to sleep for that many msec until the turn is done, then stops it.&lt;br /&gt;
&lt;br /&gt;
== Script Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|name&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The name of the script&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Run a progression script. Target and Actor env is set for the script at the server.&lt;br /&gt;
  Ex: &amp;lt;script name=&amp;quot;my_script&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sequence Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|name&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The name of the sequence to control&lt;br /&gt;
|-&lt;br /&gt;
|cmd&lt;br /&gt;
|start,stop,loop&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The control of the sequence to issue.&lt;br /&gt;
|-&lt;br /&gt;
|count&lt;br /&gt;
|int&lt;br /&gt;
|1&lt;br /&gt;
|The number of times to loop the sequence.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sequences are defined in the map file. They can be started, stopped, or played a number of time with the loop command. This allow the NPC to interact with large animation of world objects. This&lt;br /&gt;
could be a winch that should run only when manned, a folding bridge or door that open and close etc.&lt;br /&gt;
  Ex: &amp;lt;sequence name=&amp;quot;winch_up&amp;quot; cmd=&amp;quot;start&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Set Buffer Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|buffer&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The name of the buffer.&lt;br /&gt;
|-&lt;br /&gt;
|value&lt;br /&gt;
|string&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The value to set for the buffer.&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|npc,tribe&lt;br /&gt;
|npc&lt;br /&gt;
|The type of buffer to set.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Set either a NPC or a Tribe buffer. [[NPC Variables]] $NBUFFER[Buffer] (NPC Buffer) and $TBUFFER[Buffer] (Tribe Buffer) are replaced multiple places with the value of the buffer. &lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;set_buffer buffer=&amp;quot;Building&amp;quot; value=&amp;quot;Small Tent&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Share Memories Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
Tribe operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|}&lt;br /&gt;
No parameters&lt;br /&gt;
&lt;br /&gt;
This operation will share all private memories of the NPC with the tribe. Private memories is created with the [[Behavior_Operations#Memorize_Operation|Memorize Operation]]. They can be retrived by the [[Behavior_Operations#Locate_Operation|Locate Operation]] using tribe:memory:&amp;quot;memory name&amp;quot;. Memories can also be crated using the [[Behavior_Operations#Auto_Memorize_Operation|Auto Memorize Operation]].&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;share_memories /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sit Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|}&lt;br /&gt;
No parameters.&lt;br /&gt;
&lt;br /&gt;
Sit tells the npc to sit down. Use [[Behavior_Operations#Standup_Operation|standup operation]] to stand up again.&lt;br /&gt;
  Ex: &amp;lt;sit /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Standup Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|}&lt;br /&gt;
No parameters.&lt;br /&gt;
&lt;br /&gt;
Standup tells the npc to stand up. Use [[Behavior_Operations#Sit_Operation|sit operation]] to sit down again.&lt;br /&gt;
  Ex: &amp;lt;standup /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Talk Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|target&lt;br /&gt;
|boolean&lt;br /&gt;
|true&lt;br /&gt;
|Talk to current target&lt;br /&gt;
|-&lt;br /&gt;
|text&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The string to send&lt;br /&gt;
|-&lt;br /&gt;
|public&lt;br /&gt;
|boolean&lt;br /&gt;
|true&lt;br /&gt;
|Should this talk go to everyone in range, or only the target if public=false.&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|say,me,my,narrate&lt;br /&gt;
|say&lt;br /&gt;
|The type of talk.&lt;br /&gt;
|-&lt;br /&gt;
|command&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|A perception to send to target if it is a NPC. [[NPC Variables]] will be replaced.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If target is false, this will queue a talk command to the server from the NPC. If target is true and a target exists the same talk command will be sent to the server but a &amp;quot;&#039;&#039;command&#039;&#039;&amp;quot; perception will be sent to the&lt;br /&gt;
target as well. The target will than be able to react to this perception.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;talk target=&amp;quot;true&amp;quot; text=&amp;quot;Kneel in front of me.&amp;quot; command=&amp;quot;kneel&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;talk type=&amp;quot;me&amp;quot; text=&amp;quot;is angry&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;talk target=&amp;quot;true&amp;quot; text=&amp;quot;This message is only for you&amp;quot; public=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Teleport Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Teleport the NPC to the current active location.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;teleport /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Transfer Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|item&lt;br /&gt;
|string,tribe:wealth&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The name of the item to transfer. [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|target&lt;br /&gt;
|tribe&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The target for this transfer.&lt;br /&gt;
|-&lt;br /&gt;
|count&lt;br /&gt;
|int&lt;br /&gt;
|-1&lt;br /&gt;
|Number of items to transfer. -1 is all items. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Transfere a number of item from one NPC to the target. &lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;transfer item=&amp;quot;tribe:wealth&amp;quot; target=&amp;quot;tribe&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This example will transfer all of the tribe wealth from the NPC to the tribe.&lt;br /&gt;
&lt;br /&gt;
== Tribe Home Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
Tribe operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|}&lt;br /&gt;
No Parameters.&lt;br /&gt;
&lt;br /&gt;
Move the tribe home to the last active position of the NPC. This operation will issue a &amp;quot;tribe:home moved&amp;quot; perception to all members of the tribe.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;tribe_home /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tribe Type Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
Tribe operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|Change tribe member type.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
No Parameters.&lt;br /&gt;
&lt;br /&gt;
Change the Tribe Member type of the current NPC to the new type.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;tribe_type type=&amp;quot;Queen&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unbuild Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
Tribe operation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unbuild a building. The building has to be targeted.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;unbild /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Visible Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|}&lt;br /&gt;
No Parameters.&lt;br /&gt;
&lt;br /&gt;
This operation makes the NPC visible if it where invisible. See [[Behavior_Operations#Invisible_Operation|Invisible Operation]].&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;visible /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wait Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|duration&lt;br /&gt;
|float&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The duration to wait.  [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|random&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|The random duration to wait.  [[NPC Variables]] will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The animation to play while waiting.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This operation makes the NPC wait a specified length of time before progressing to the next&lt;br /&gt;
operation. It will loop an animation during this time also for you, so you can use it for crafting&lt;br /&gt;
actions, guard monitoring, or whatever you need that is a timed animated activity.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;wait duration=&amp;quot;30&amp;quot; anim=&amp;quot;stand&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;wait duration=&amp;quot;$NBUFFER[Sit_Duration]&amp;quot; anim=&amp;quot;sit&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This example tells the NPC to play the “stand” animation and do nothing for 30 seconds. This&lt;br /&gt;
requires a network DR message with the specified animation, and another to stop the animation&lt;br /&gt;
when the duration is over. There is almost no CPU required because the script goes to sleep for the&lt;br /&gt;
duration and is woken up automatically at the end.&lt;br /&gt;
&lt;br /&gt;
As with any other scripted operation, this operation can be interrupted if another behavior preempts&lt;br /&gt;
this one from completing. So if an npc is playing the above operation, and just standing there for&lt;br /&gt;
30 seconds, and is attacked by someone, presumably an attack behavior would become top priority&lt;br /&gt;
and the npc would stop waiting and attack back.&lt;br /&gt;
&lt;br /&gt;
This concludes the section on the detailed operations possible with npc scripting today. Now we&lt;br /&gt;
will discuss how these operations work together to define behaviors and how behaviors interact&lt;br /&gt;
with each other.&lt;br /&gt;
&lt;br /&gt;
== Wander Operation ==&lt;br /&gt;
(Net load: 2, CPU Load 1) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|anim&lt;br /&gt;
|string&lt;br /&gt;
|&lt;br /&gt;
|The animation to play while wandering.&lt;br /&gt;
|-&lt;br /&gt;
|vel&lt;br /&gt;
|float&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|random&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Turn on never ending random wandering.&lt;br /&gt;
|-&lt;br /&gt;
|underground&lt;br /&gt;
|boolean&lt;br /&gt;
|invalid&lt;br /&gt;
|If not set ignore underground, set true only wander underground, if set false never wander underground waypoints&lt;br /&gt;
|-&lt;br /&gt;
|underwater&lt;br /&gt;
|boolean&lt;br /&gt;
|invalid&lt;br /&gt;
|If not set ignore underwater, set true only wander underwater, if set false never wander underwater waypoints&lt;br /&gt;
|-&lt;br /&gt;
|private&lt;br /&gt;
|boolean&lt;br /&gt;
|invalid&lt;br /&gt;
|If not set ignore private, set true only wander private, if set false never wander private waypoints&lt;br /&gt;
|-&lt;br /&gt;
|public&lt;br /&gt;
|boolean&lt;br /&gt;
|invalid&lt;br /&gt;
|If not set ignore public, set true only wander public, if set false never wander public waypoints.&lt;br /&gt;
|-&lt;br /&gt;
|city&lt;br /&gt;
|boolean&lt;br /&gt;
|invalid&lt;br /&gt;
|If not set ignore city, set true only wander city, if set false never wander city waypoints.&lt;br /&gt;
|-&lt;br /&gt;
|indoor&lt;br /&gt;
|boolean&lt;br /&gt;
|invalid&lt;br /&gt;
|If not set ignore indoor, set true only wander indoor, set false never wander indoor waypoints.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Using random &amp;lt;move&amp;gt; and &amp;lt;rotate&amp;gt; operations works well for creating randomized wandering&lt;br /&gt;
behaviors in open, outdoor spaces and scripters should be using that approach there. However, in tighter, indoor areas like the hydlaa sewers or the dungeon, a more specific type of randomness is required.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;wander&amp;gt; operation makes the npc in question walk between an independently defined set of&lt;br /&gt;
“waypoints”. Each waypoint is a 3d coordinate and a tolerance radius. The radius adds a ‘fuzzy’&lt;br /&gt;
factor so that multiple npcs sharing the same set of waypoints will not all walk to the exact same&lt;br /&gt;
centimeter location. Even in tight locations, a tolerance radius of .5-1m will be a lot better than 0m. Waypoints will be created with the path system available as GM commands.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;wander anim=&amp;quot;walk&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As you see, the only thing specified by the wander operation is the animation to play while&lt;br /&gt;
wandering. The NPC starts by walking to the nearest waypoint to its current location, then follows&lt;br /&gt;
the waypoint choices to decide where to go next. This operation will take the NPC to the current active&lt;br /&gt;
waypoint as selected by the last [[Behavior_Operations#Locate_Operation|Locate Operation]].&lt;br /&gt;
&lt;br /&gt;
Each waypoint have a set off properties. It can be marked as indoor,underground,underwater,private,public, or city.&lt;br /&gt;
If the wander operations in specified with the indoor flag set to true only waypoints with the indoor attribute set to true will be used when wandering. Changing&lt;br /&gt;
waypoint attributes can be done by the GM command /path (TBD, Not impemented yet, has to be done in DB for now).&#039;&lt;br /&gt;
&lt;br /&gt;
Each waypoint is connected with a [[Sc_waypoint_linksTable|path]]. The path has a set of properites like TELEPORT, NO_WANDER, ONEWAY.&lt;br /&gt;
&lt;br /&gt;
This operation is very light on the network because it is all straight-line navigation between known,&lt;br /&gt;
preset points. There is 1 DR update per point hit by the npc. It is also quite light on CPU power&lt;br /&gt;
requirements because the points are known, which means no collision detection has to be done.&lt;br /&gt;
&lt;br /&gt;
One tricky thing about this is that normally non-horizontal walking is accomplished on the client&lt;br /&gt;
with collision detection with the ground/stairs. In order to get the most accurate-looking result on&lt;br /&gt;
the client, the client DOES do collision detection on these npcs. However, npcclient does simple&lt;br /&gt;
linear interpolation between the starting and ending y-coordinates of the 2 waypoints as an&lt;br /&gt;
approximation. Thus the server and client will not have the identical y-coordinate in all cases. This&lt;br /&gt;
should almost never be noticeable, though.&lt;br /&gt;
&lt;br /&gt;
== Watch Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0) &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|nearest_actor,nearest_npc,nearest_player,owner,target&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The type of watch to do.&lt;br /&gt;
|-&lt;br /&gt;
|range&lt;br /&gt;
|float&lt;br /&gt;
|0.0&lt;br /&gt;
|The watch range. A perception will be generated when watched entity move out of range.&lt;br /&gt;
|-&lt;br /&gt;
|invisible&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Set to true to watch invisible entities.&lt;br /&gt;
|-&lt;br /&gt;
|invincible&lt;br /&gt;
|boolean&lt;br /&gt;
|false&lt;br /&gt;
|Set to true to watch invincible entities.&lt;br /&gt;
|-&lt;br /&gt;
|search_range&lt;br /&gt;
|float&lt;br /&gt;
|2.0&lt;br /&gt;
|When watching nearest, this range set the limit for how fare that entity can be.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Watch over nearby entities. The &amp;quot;nearest out of range&amp;quot;,&amp;quot;owner out of range&amp;quot;, or &amp;quot;target out of range&amp;quot; perception will be generated when the watched entity move out of range.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;behavior name=&amp;quot;Watch&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;watch type=&amp;quot;owner&amp;quot; range=&amp;quot;3.0&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/behavior&amp;gt;&lt;br /&gt;
      &amp;lt;react event=&amp;quot;owner out of range&amp;quot;   behavior=&amp;quot;follow_chase&amp;quot;  /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this example the NPC will watch the owner. If the owner move out of the watch range 3.0 the &amp;quot;owner out of range&amp;quot; perception will be fired and the new follow_chase behavior will start.&lt;br /&gt;
&lt;br /&gt;
== Work Operation ==&lt;br /&gt;
(Net load: 0, CPU Load: 0)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|type&lt;br /&gt;
|dig,fish,harvest&lt;br /&gt;
|Mandatory&lt;br /&gt;
|The type of work to do&lt;br /&gt;
|-&lt;br /&gt;
|resource&lt;br /&gt;
|string,tribe:wealth&lt;br /&gt;
|Mandatory&lt;br /&gt;
|Resource to work for or by using the keyword tribe:wealth look up in the tribe to find the resource.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Order an NPC to start digging for a resource. The keyword &amp;quot;tribe:wealth&amp;quot; will cause the resource to be looked up in the wealth_resource_nic field in the [[NPC_Behavior_Data_Structures#tribes|tribes]] table if the NPC is part of a tribe.&lt;br /&gt;
&lt;br /&gt;
  Ex: &amp;lt;work type=&amp;quot;dig&amp;quot; resource=&amp;quot;tribe:wealth&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;work type=&amp;quot;dig&amp;quot; resource=&amp;quot;Gold Ore&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Engine documents]] [[Category:NPCClient Design]] [[Category:NPCClient Scripting]]&lt;/div&gt;</summary>
		<author><name>Eonwind</name></author>
	</entry>
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