Jedi Info
SURVEY OF THE STATS AND ABILITIES OF JEDI GUILD
by Viking Lord Uglymouth 930729.
The guild_soul holds the following abilities:
1 - actions in the dark
2 - judge
3 - cure
4 - find living
5 - jedi line
6 - parry
7 - bolt
8 - lightning
9 - suggest noattack
10 - suggest fear
11 - suggest discord
12 - suggest weak
13 - suggest brainstorm
*** WARNING ***
- Jedi guild soul does NOT have a time_guild_soul() function. Although
some abilities got a delay built in lately, it's still possible to
make some dreadful deadly aliases. Uglymouth. -
Here follow the details of each ability:
ACTIONS IN THE DARK
available for: all levels
sp cost: none
effect: Jedis can use normal 'inventory', 'look', 'put', 'get'
and 'give' commands in dark rooms as if the player were
in daylight. 'Look' also tells if there are invisible
objects in the room, but not any details of that object.
JUDGE
available for: all levels
sp cost: none
effect: Gives details about livings and items. An indication of
how good the living or item is, is given, usually devided
in 8 levels (descriptive).
Details of livings are absolute (not compared to the
player's stats). The following stats are checked:
- name,
- alignment (descriptive),
- race,
- max_hp (each level = 60 points),
- shape (descriptive, as in prompt),
- ac (each level = 2 points),
- wc (each level = 3 points).
Of items, the following details are given:
- short_desc,
- type (weapon, armour, container, food, drink or other),
- ac (if armour, each level = 2 points),
- wc (if weapon, each level = 3 points),
- weight (each level = 1 point).
CURE
available for: all levels
sp cost: wounds: variable, equal to amount of healing.
poison/alcohol: 2 * poison strength + 2 * intox level/3.
hp cost: poison/alcohol: 10 (if hp > 10).
effect: Heals a certain amount of hp, or cures poison and
intoxination. Wounds can be healed in levels.
If you want to heal more wounds than is necassary to
get to max_hp, a different healing formula is used.
formulas:
Wounds:
light wounds heals 30% of max_hp,
serious wounds heals 50% of max_hp,
critical wounds heals 90% of max_hp,
wounds heals sp - 20.
If heal asked is too high:
heal = max_hp - sp - 20.
Poison/alcohol:
removes all poison and halves intox level.
[Note: Weird formulas! I suppose that 'heal wounds' should heal (hp - 20)
points, instead of (SP - 20). If too high heal asked then the better
your mental condition, the worse you heal...!? Uglymouth.]
FIND living
available for: all levels
sp cost: none
effect: Gives the long() of the room the living is in, even
if that room is dark. Tells if the living is a player.
JEDI line
available for: all levels
sp cost: none
effect: Sends message to all guild members that are listening
to the guild line. Without message it shows the names
of all jedis logged in and if they are listening to the
guild line or not. This command toggles guild line ON/OFF.
PARRY
available for: all levels
sp cost: 1 sp per 5 seconds.
effect: Gives the player an extra (invisible) armour of type
'guild'. The parry can be stopped voluntary, or whenever
spell points drop below 30. After parry is stopped, it
can not be used again within a certain period of time.
formulas:
ac of the parry_armour = dex/5 + level/10 + 3
time parry can not be used = 300 - level * 5 seconds
[note: Normal sp healing = 3 points per 30 seconds, so effective cost
is 3 sp per 30 seconds. There is an integer retime = 60 + level * 5,
that does nothing. Could it have been intended for calculating maximum
duration of parrying? Uglymouth.]
BOLT
available for: all levels
sp cost: 30 + level - int/5
effect: Gives a non-lethal electrical shock to a living. Can be
used to start a fight, as well as during one.
formulas: damage = 15 + level/3 + wis points, OR:
damage = (hp of target)/2, if damage > hp of target.
[Note: In rare cases this attack might be lethal, because the
reduce_hit_point(damage) and hit_player(1) (only used to start a fight)
are in the wrong order. Uglymouth.]
LIGHTNING (prepare L, free L, spread L)
available for: all levels
sp cost: variable, equal to (damage built up that round)/2
effect: Cast a lightning bolt at either one living, or all other
npcs in the same room. Can alternatively be used to
destruct corpses. Can be used to start a fight or
while fighting. It takes one second after the release
command before it really is released. When released, the
player and target must be in the same room. If the energy
level is built up too high, the lightning is released
uncontrolled. If not prepared, lightning just gives flashy
show effects.
formulas:
player's level --> [ 1- 9] [10-14] [15-19] [20-24] [ 25+ ]
damage built up each round 5 7 9 12 17
+ random(8) per round
time till next round 6 4 4 2 2
max # rounds of control 3 6 6 9 9
'Free' damage (one living) = full built up damage.
'Spread' damage (all npcs) = 3 * full damage / # npcs / 2
+ random(7) points.
If uncontrolled player is hit for: full damage/10 + 5 points, and
the target is not hit.
If sp < 30:
if fighting, the one target is hit for full damage built up so far,
otherwise the lightning aborts harmlessly.
[Note: The 'free lightning' command uses reduce_hit_point and thus
should not be lethal. However, it is followed by hit_player(1) to
start a fight. This might kill the target. 'Spread lightning' uses
only hit_player(dmg). Uglymouth.]
SUGGEST <ability>
'Suggest' itself doesn't do anything but call the right ability.
SUGGEST NOATTACK
available for: all levels
sp cost: none
effect: Stops fight in all livings that are attacking the player.
The power takes effect one second after the command is
given.
formula:
success if: chr of living < chr + 10 * level.
SUGGEST FEAR
available for: all levels
sp cost: none
effect: Makes one or all livings in the same room run_away. This
abilitiy does not affect other jedis.
formula:
success if: wisdom of living < wis + 10.
SUGGEST DISCORD
available for: all levels
sp cost: level * 3
effect: Makes all livings that are attacking the player, attack
another living in the same room.
formula:
chance of failure (per attacker) = 2 : # people in room * 3,
given there is someone else to attack. People in room includes
player and attacker.
SUGGEST WEAK
avalable for: all levels
sp cost: 10 + level * 3 - wis if successful, or
(10 + level * 3 - wis)/3 if failed.
effect: weakens the opponent's weapon class for some time.
formulas:
lowers target's wc by (level/25 * 30) %,
weak lasts for: (chr * 2 - chr of target) seconds.
SUGGEST BRAINSTORM
available for: all levels
sp cost: 10 + level * 3 - wis
effect: Gives a very effective last blow to an already hurt
opponent.
formulas:
requires: hp of target < 10 % of max_hp of target
chance of success = chr %
damage = random(1000) points
SPELLS
Jedis are not able to use the common missle, shock and fireball spells.
GUILD SUPPORT
Requirements for joining are:
- one may not be an dwarf, orc or troll,
- one must have an alignment < -100, or > +100.
Jedis can get a free lightsaber and cape at their guildhall. The
lightsaber gets better with level. Cape and lightsaber selfdestruct
in 30 seconds after dropping (can be picked up again within that time).
Lightsaber:
class = 5,
magic_hit = level/2 points, but requires sp level >= 20,
if the lightsaber is wielded, it gets activated automatically when
the player is attacked.
Cape:
armour_class = 1,
type = 'robe' (not 'guild', because parry_armour was chosen for that).
[Note: There is an integer 'count' in the lightsaber, that probably
should have been used to drain sp or otherwise calculate the maximum
time you can use the magic_hit. It doesn't. Uglymouth]
HIT POINTS AND SPELL POINTS
Those are as defined in the guild/master (not modified in the guildroom):
MAX_HP = 39 + 11 * con
MAX_SP = 39 + 11 * int
TABLE OF EXAMPLE VALUES
Here are some example values for various abilities. For easy reference,
these numbers are calculated for a player with stats equal ti his level.
lvl 1 lvl 10 lvl 20 lvl 29
max_hp 50 149 259 358
max_sp 50 149 259 358
lightsaber magic_hit 0 5 10 14
additional ac parrying 3 6 9 10
time parry unusable 295 250 200 155 (sec)
bolt damage 16 28 41 53
avg max lightning dmg 24 60 135 180