in the database. Apply Zaba's patch to view skills from the skill menu ('m'). The melee, ranged and magic skills currently only have really generic descriptions shamelessly copied from the tutorial. There's a front end function get_skill_description that appends extra information like what types of unarmed attacks the current character is capable of (kicking, clawing, punching, …)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5955 c06c8d41-db1a-0410-9941-cceddc491573
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{
std::string text;
text = "A character trained in unarmed combat will occasionally do an "
"additional melee attack, provided they have the means to do "
"so.";
if (you.species == SP_MINOTAUR)
{
text += " For example, with your horns you can do a dangerous "
"headbutt attack.";
}
else if (you.species == SP_CENTAUR)
text += " For example, with your hooves you can kick your enemies.";
text += " Of course, this skill also trains your proficiency in "
"barehanded combat.";
mpr(text.c_str(), MSGCH_TUTORIAL);
break;
}
{
std::string text;
text = "Now that you have the basic Spellcasting skill, you can learn "
"and cast spells, if you wish to. ";
if (you.religion == GOD_TROG)
text += "Note that Trog will disapprove of this, though.";
else
{
text += "In addition, gaining another level in Spellcasting will "
"occasionally grant your more magic and \"spell slots\" to "
"spend on new spells. A high Spellcasting skill will also "
"decrease the amount by which casting a high level spell "
"makes you hunger.";
}
mpr(text.c_str(), MSGCH_TUTORIAL);
mpr(get_skill_description(skill).c_str(), MSGCH_TUTORIAL);
/* Basic goals for titles:
The higher titles must come last.
Referring to the skill itself is fine ("Transmuter") but not impressive.
No overlaps, high diversity.
*/
// Basic goals for titles:
// The higher titles must come last.
// Referring to the skill itself is fine ("Transmuter") but not impressive.
// No overlaps, high diversity.
cprintf( "You have %d points of unallocated experience "
" (cost lvl %d; total %d)." EOL EOL,
you.exp_available, you.skill_cost_level, you.total_skill_points );
cprintf("You have %d points of unallocated experience "
" (cost lvl %d; total %d)." EOL EOL,
you.exp_available, you.skill_cost_level,
you.total_skill_points);
textcolor(LIGHTGREY);
cprintf("Press the letter of a skill to choose "
"whether you want to practise it.");
if (show_description)
{
formatted_string::parse_string("Press '<w>?</w>' to choose which "
"skills to train. ").display();
}
else
{
formatted_string::parse_string("Press '<w>?</w>' to read the "
"skills' descriptions.").display();
}
unarmed_attack = (you.species == SP_KENKU) ? "peck" : "headbutt";
if (you.species == SP_KENKU
&& (!player_mutation_level(MUT_HORNS) || coinflip()))
{
unarmed_attack = "peck";
aux_damage = 6;
}
else
{
// Minotaurs used to get +5 damage here, now they get
// +6 because of the horns.
unarmed_attack = "headbutt";
aux_damage = 5 + player_mutation_level(MUT_HORNS) * 3;
}
std::string get_skill_description(int skill, bool need_title)
{
std::string lookup = skill_name(skill);
std::string result = "";
if (need_title)
{
result = lookup;
result += EOL EOL;
}
result += getLongDescription(lookup);
switch (skill)
{
case SK_UNARMED_COMBAT:
{
// Give a detailed listing of what attacks the character may perform.
std::vector<std::string> unarmed_attacks;
if (you.attribute[ATTR_TRANSFORMATION] == TRAN_DRAGON
|| player_genus(GENPC_DRACONIAN)
|| (you.species == SP_MERFOLK && player_is_swimming())
|| player_mutation_level( MUT_STINGER ))
{
unarmed_attacks.push_back("slap monsters with your tail");
}
if (player_mutation_level(MUT_FANGS)
|| you.attribute[ATTR_TRANSFORMATION] == TRAN_DRAGON)
{
unarmed_attacks.push_back("bite other creatures");
}
if (you.species == SP_KENKU)
unarmed_attacks.push_back("peck at monsters with your beak");
if (player_mutation_level(MUT_HORNS))
unarmed_attacks.push_back("do a headbutt attack with your horns");
else if (you.species == SP_NAGA)
unarmed_attacks.push_back("do a headbutt attack");
if (player_mutation_level(MUT_HOOVES))
{
unarmed_attacks.push_back("kick your enemies with your hooves");
}
else if (player_mutation_level(MUT_TALONS))
{
unarmed_attacks.push_back("claw at your enemies with your talons");
}
else if (you.species != SP_NAGA
&& (you.species != SP_MERFOLK || !player_is_swimming()))
{
unarmed_attacks.push_back("kick your enemies");
}
unarmed_attacks.push_back("punch monsters with your free hand");
if (!unarmed_attacks.empty())
{
std::string broken = "For example, you could ";
broken += comma_separated_line(unarmed_attacks.begin(),
unarmed_attacks.end(),
" or ", ", ");
broken += ".";
linebreak_string2(broken, 72);
result += EOL;
result += broken;
}
break;
}
case SK_INVOCATIONS:
if (you.species == SP_DEMIGOD)
{
result += EOL;
result += "How on earth did you manage to pick this up?";
}
else if (you.religion == GOD_TROG)
{
result += EOL;
result += "Note that Trog doesn't use Invocations, it being too "
"closely connected to magic.";
}
else if (you.religion == GOD_NEMELEX_XOBEH)
{
result += EOL;
result += "Note that Nemelex uses Evocations rather than "
"Invocations.";
}
break;
case SK_EVOCATIONS:
if (you.religion == GOD_NEMELEX_XOBEH)
{
result += EOL;
result += "This is the skill all of Nemelex' abilities rely on.";
}
break;
case SK_SPELLCASTING:
if (you.religion == GOD_TROG)
{
result += EOL;
result += "Keep in mind, though, that Trog will greatly disapprove "
"of this.";
}
break;
default:
// No further information.
break;
}
return result;
}
void describe_skill(int skill)
{
std::ostringstream data;
data << get_skill_description(skill, true);
clrscr();
print_description(data.str());
if (getch() == 0)
getch();
}
%%%%
Buggy
Buggy
(It's a bug if you ever see this.)
%%%%
Fighting
Apart from making you more proficient in hand-to-hand combat, Fighting
also increases your maximum hitpoints.
%%%%
Short Blades
Being skilled with a particular type of weapon will make it easier to
fight with all weapons of this type and make you deal more damage with
them. It is generally recommended to concentrate your efforts on one or
two weapon types to become more powerful in them.
If you're already skilled in Short Blades, it is easier to become
skilled in Long Blades.
%%%%
Long Blades
Being skilled with a particular type of weapon will make it easier to
fight with all weapons of this type and make you deal more damage with
them. It is generally recommended to concentrate your efforts on one or
two weapon types to become more powerful in them.
If you're already skilled in Short Blades, it is easier to become
(more) skilled in Long Blades.
%%%%
Axes
Being skilled with a particular type of weapon will make it easier to
fight with all weapons of this type and make you deal more damage with
them. It is generally recommended to concentrate your efforts on one or
two weapon types to become more powerful in them.
Being skilled in Axes makes learning to fight with Maces or Polearms
easier.
%%%%
Maces & Flails
Being skilled with a particular type of weapon will make it easier to
fight with all weapons of this type and make you deal more damage with
them. It is generally recommended to concentrate your efforts on one or
two weapon types to become more powerful in them.
Being skilled in Maces & Flails makes it easier to also become skilled
when fighting with Axes.
%%%%
Polearms
Being skilled with a particular type of weapon will make it easier to
fight with all weapons of this type and make you deal more damage with
them. It is generally recommended to concentrate your efforts on one or
two weapon types to become more powerful in them.
Being skilled in Polearms eases training in Maces/Flails or Staves.
%%%%
Staves
Being skilled with a particular type of weapon will make it easier to
fight with all weapons of this type and make you deal more damage with
them. It is generally recommended to concentrate your efforts on one or
two weapon types to become more powerful in them.
Being skilled in Staves makes becoming skilled in Polearms easier.
%%%%
Slings
Being skilled in a particular type of ranged attack will let you deal
more damage when using the appropriate launcher an dammunition.
If you're already trained in Throwing, you'll pick up the Slings skill
faster, and vice versa.
%%%%
Bows
Being skilled in a particular type of ranged attack will let you deal
more damage when using the appropriate launcher an dammunition.
%%%%
Crossbows
Being skilled in a particular type of ranged attack will let you deal
more damage when using the appropriate launcher an dammunition.
%%%%
Darts
Being skilled in a particular type of ranged attack will let you deal
more damage when using the appropriate launcher an dammunition.
%%%%
Throwing
Training Throwing will make thrown weapons (as opposed to ones fired
from a launcher) more effective. In particular, it makes weapons of
returning more likely to actually return to their thrower.
If you're already trained in Slings, you'll pick up the Throwing skill
faster, and vice versa.
%%%%
Armour
Armour skill helps lessen the hinderance of heavy armour on moving,
spellcasting and other actions.
%%%%
Dodging
Obviously, the Dodging skill will affect your chance of dodging an
attack, be it melee, ranged, or magical. You cannot dodge enchantments,
sadly. Rather, to resist them, you'll need magic resistance.
%%%%
Stealth
By training stealth, you can make it less likely that monsters will
notice you. Note that monsters become more suspicious and observant as
you descend.
%%%%
Stabbing
Stabbing is the skill that governs the likeliness of doing a great
amount of damage on a distracted or helpless creature.
Some gods may disapprove of this.
%%%%
Shields
A high Shields skill of blocking a melee or ranged attack with your
equipped (or a magical) shield.
%%%%
Traps & Doors
A character trained in Traps & Doors will be more observant to his or
her surroundings and be quicker in noticing traps and secret doors.
%%%%
Unarmed Combat
A character trained in unarmed combat will occasionally do an
additional melee attack, provided they have the means to do so.
Of course, this skill also trains your proficiency in barehanded
combat.
%%%%
Spellcasting
Now that you have the basic Spellcasting skill, you can learn and cast
spells, if you wish to. In addition, gaining another level in
Spellcasting will occasionally grant your more magic and "spell slots"
to spend on new spells. A high Spellcasting skill will also decrease
the amount by which casting a high level spell makes you hunger.
%%%%
Conjurations
Being skilled in a magical "school" makes it easier to learn and cast
spells of this school. Many spells belong to a combination of several
schools, in which case the average skill in these schools will decide
on spellcasting success and power.
%%%%
Enchantments
Being skilled in a magical "school" makes it easier to learn and cast
spells of this school. Many spells belong to a combination of several
schools, in which case the average skill in these schools will decide
on spellcasting success and power.
%%%%
Summonings
Being skilled in a magical "school" makes it easier to learn and cast
spells of this school. Many spells belong to a combination of several
schools, in which case the average skill in these schools will decide
on spellcasting success and power.
%%%%
Necromancy
Being skilled in a magical "school" makes it easier to learn and cast
spells of this school. Many spells belong to a combination of several
schools, in which case the average skill in these schools will decide
on spellcasting success and power.
%%%%
Translocations
Being skilled in a magical "school" makes it easier to learn and cast
spells of this school. Many spells belong to a combination of several
schools, in which case the average skill in these schools will decide
on spellcasting success and power.
%%%%
Transmigration
Being skilled in a magical "school" makes it easier to learn and cast
spells of this school. Many spells belong to a combination of several
schools, in which case the average skill in these schools will decide
on spellcasting success and power.
%%%%
Divinations
Being skilled in a magical "school" makes it easier to learn and cast
spells of this school. Many spells belong to a combination of several
schools, in which case the average skill in these schools will decide
on spellcasting success and power.
%%%%
Fire Magic
Being skilled in a magical "school" makes it easier to learn and cast
spells of this school. Many spells belong to a combination of several
schools, in which case the average skill in these schools will decide
on spellcasting success and power.
Being skilled in Fire Magic makes Ice Magic harder to learn, and vice
versa.
%%%%
Ice Magic
Being skilled in a magical "school" makes it easier to learn and cast
spells of this school. Many spells belong to a combination of several
schools, in which case the average skill in these schools will decide
on spellcasting success and power.
Being skilled in Ice Magic makes Fire Magic harder to learn, and vice
versa.
%%%%
Air Magic
Being skilled in a magical "school" makes it easier to learn and cast
spells of this school. Many spells belong to a combination of several
schools, in which case the average skill in these schools will decide
on spellcasting success and power.
Being skilled in Air Magic makes Earth Magic harder to learn, and vice
versa.
%%%%
Earth Magic
Being skilled in a magical "school" makes it easier to learn and cast
spells of this school. Many spells belong to a combination of several
schools, in which case the average skill in these schools will decide
on spellcasting success and power.
Being skilled in Earth Magic makes Ice Magic harder to learn, and vice
versa.
%%%%
Poison Magic
Being skilled in a magical "school" makes it easier to learn and cast
spells of this school. Many spells belong to a combination of several
schools, in which case the average skill in these schools will decide
on spellcasting success and power.
%%%%
Invocations
Your Invocations skill affects the likelihood trying to use a
divine ability will be successful.
%%%%
Evocations
Evocations is all about using magical items like wands, decks or
other uncommon objects. The higher your skill, the more likely is a
positive outcome when evoking items.
%%%%