Habilidad en Net Slots

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Skill

The term "master" redirects here. For the rank title of a Monk at experience level 30, see Monk#Rank titles.

NetHack's skill system allows different roles to attain Habilidad en Net Slots proficiencies in the use of different weapons and spells. Skills can be advanced using the #enhance command. When you become able to advance a skill, you will see the message "You feel more confident in your (weapon/fighting/spell casting) skills." If you have just advanced a skill and still have more that can be advanced, you will get the message "You feel you could be more dangerous!" Skills are not advanced automatically because advancing them requires free skill slots which can only be gained by levelling up.

Training

Most skills in NetHack have four possible levels: Unskilled, Basic, Skilled and Expert. Martial arts and Bare hands have two levels beyond expert: Master and Grand Master. Generally speaking, characters start at basic skill in the weapons and spells they Viking Quest Slot Machine Review their adventure with, and unskilled in all others.

Use the #enhance command at any time to get a list of skills which you can train. If a skill does not appear on this list, your role is restricted in this skill, meaning that no amount of training will enable it to advance beyond unskilled. However, if you receive an artifact weapon from your god, you will be "unrestricted" in the appropriate skill if necessary, which can then be advanced to Basic. #enhance will also indicate which of the listed skills have been trained up to their maximum levels. Tables of maximum skill levels can be found in Dylan O'Donnell's spoilers weaptxt and spltxt.

Combat skills are generally trained through dealing more than 1 damage using a given weapon while wielded in melee, and projectiles are thrown or else fired from the launcher they are designed for - some melee weapons (spear, Habilidad en Net Slots, javelin, knife, dagger, and aklys) can double as projectiles, and either use trains the appropriate skill. Spellcasting skills are trained by successfully casting a spell; a common training strategy is to use low-level spells such as light or knock to raise the skill for another desired spell in that spellcasting school.

Technical details

To advance a skill, you need to have enough free skill slots and to have practiced it enough. You gain a skill slot each time you gain an experience level, and being crowned also grants one skill slot - this means there is a maximum of 30 skill slots available. It costs one skill slot to advance a weapon skill from Unskilled to Basic, two to go from Basic to Skilled, and three to go from Habilidad en Net Slots to Expert. For other skills, it takes one skill slot to go from Unskilled to Basic, Habilidad en Net Slots, one to go from Basic to Skilled, two to go from Skilled to Expert, two to go from Expert to Master and three Habilidad en Net Slots go from Master to Grand Master.[1] If you lose an experience level, you will also lose a skill slot, which may result in losing your most recently earned skill.

The table below shows the total number of successful uses of a skill required to reach each level. If you start with a skill at Basic, you are also precredited with 20 successful uses of that skill.

Skill level Successful uses
Unskilled 0
Basic 20
Skilled 80
Expert
Master
Grand Master

Hitting a monster for more Habilidad en Net Slots one point of damage (including from a distance) counts as a successful use of a weapon skill. For bare-handed combat, a successful use is only scored 50% of the times you hit a monster; for martial arts, 75%.[2][3] As with weapon attacks, a check is made to see if your skill damage bonus applies (see below). Riding a total distance of squares counts as a successful use of the riding skill.[4] Successfully casting a level n spell counts as n successful uses of the corresponding spell casting skill.[5]

Effects

Spellcasting

Improving spellcasting skills improves your chances of casting spells in that school successfully. Certain spells also have better effects when cast at skilled Habilidad en Net Slots or above. Cone of cold and fireball create explosions rather than a ray;[6] and detect monsters, confuse monster, levitation, remove curse, detect food, cause fear, identify, haste self, detect treasure, and restore ability all have the effect of a blessed potion or scroll.[7][8]Protection takes twice as long to decay if cast Habilidad en Net Slots expert.[9]Jumping allows you to jump farther based on your skill level, with a bonus even for Basic skill.[10]To-hit chance of most ray-type spells (sleep, magic missile, unskilled/basic cone of cold, and finger of death) also depends on your skill level.[11]

Weapons

Improving weapon skills improve your to-hit and damage bonuses. Bare hands combat and martial arts skills are an exception to this rule: In they never granted a to-hit bonus,[12] and in both and their damage bonus applies only to 50% and 75% (respectively) of all hits.[13][14]

Quoting from Kate Nepveu's spoilers:

Weapon skill levels and bonuses

Needed Weapon Two-weapon
Skill level Hits Exp +Hit +Dam +Hit +Dam
Unskilled 00−4−2−9−3
Basic 20100−7−1
Skilled 80221−50
Expert 332−31
Needed Riding Bare-hand Martial
Skill level Hits Exp +Hit +Dam +Hit +Dam +Hit +Dam
Unskilled 00−20+10+2+1
Basic 201−10+1+1+3+3
Skilled 8010+1+2+1+4+4
Expert 20+2+2+2+5+6
Master 2+3+2+6+7
Grand Master 3+3+3+7+9

Riding

Your skill at riding affects your chances of successfully Habilidad en Net Slots a saddle.[15] It also affects your chance of hitting[16] and the damage you inflict[17] when riding. Also, you need at least Basic skill to pick up items or loot a container on the ground[18] or search one for traps,[19] dip something into a pool,[20] set a trap[21] or disarm one[22] or engrave on the floor[23] while riding. Also, if your steed is capable of lifting (and moving over) boulders, Habilidad en Net Slots, you need Basic skill to make them use this ability.[24]

Skill tables

Key
-Restricted
bBasic
SSkilled
EExpert
MMaster
GMGrand Master

Weapon skills

Other combat skills

Spell skills

Variants

SLASH'EM

In SLASH'EM, Habilidad en Net Slots, advancing a spell skill costs as much as weapon skills.[25]

UnNetHack

UnNetHack changes the number of successful uses of a skill required to reach each level. These values are:

Skill level Successful uses Old value
Unskilled 0 0
Basic 20
Skilled 80
Expert
Master
Grand Master

Spell skills, however, advance four times as fast until the player is Skilled in the Lil Red Slots Machine skill, after that, the skill only advances twice as fast as shown in the table above.

References

  1. ↑weapon.c, function slots_required
  2. ↑uhitm.c in NetHackline
  3. ↑uhitm.c in NetHackline
  4. ↑steed.c in NetHackline
  5. ↑spell.c in NetHackline
  6. ↑spell.c in NetHackline
  7. ↑spell.c in NetHackline
  8. ↑spell.c in NetHackline
  9. ↑spell.c in NetHackline
  10. ↑spell.c in NetHackline
  11. ↑spell_hit_bonus in zap.c
  12. ↑uhitm.c in NetHackline is false if no weapon is wielded
  13. ↑uhitm.c in NetHackline
  14. ↑uhitm.c in NetHackline
  15. ↑steed.c in NetHackHabilidad en Net Slots, line
  16. ↑weapon.c in NetHackline
  17. ↑weapon.c in NetHackline
  18. ↑pickup.c in NetHackHabilidad en Net Slots, line
  19. ↑trap.c in NetHackline
  20. ↑potion.c in NetHackline
  21. ↑apply.c in NetHackline
  22. ↑trap.c in NetHackline
  23. ↑engrave.c in NetHackline
  24. ↑hack.c in NetHackline
  25. ↑Source:SLASH'EM_E7F2/weapon.c#line

This page may need to be updated for the current version of NetHack.

It may contain text specific to NetHack Information on this page may be out of date.

Editors: After reviewing this page and making necessary edits, please change the {{nethack}} tag to the current version's tag or {{noversion}} as appropriate.

Источник: [ingalex.de]

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       Acciones
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    [/gui]

    [gui]GDD Variable Creator
       Acontecimientos
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      what casinos are open in las vegas    Set GDD_Damage =
           Set GDD_Event =
           Set GDD_DamagedUnit = Ninguna unidad
           Set GDD_DamageSource = Ninguna unidad
           Set GDD__Integers[0] = 0
           Set GDD__TriggerArray[0] = (This trigger)
           Set GDD__UnitArray[0] = Ninguna unidad
           Set GDD__LeftMapGroup = GDD__LeftMapGroup
    [/gui]

    [jass]//ingalex.depos=24
    ingalex.defold=0
    //*********************************************************************************************
    //* GUI-Friendly Damage Detection -- v -- by Weep *
    //* ingalex.de?t= *
    //* *
    //* Requires: only this trigger and its variables. *
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    //* -- What? -- *
    //* This snippet provides a leak-free, GUI-friendly implementation of an "any unit takes *
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    //* *
    //* It uses the Game - Value Of Real Variable event as its method of activating other *
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    //* *
    //* -- Why? -- *
    //* The traditional GUI method of setting up a trigger than runs when any unit is damaged *
    //* leaks trigger events. This snippet is easy to implement and removes the need to do *
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    //* 0. Before you copy triggers that use GDD into a new map, you need to copy over GDD *
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    //* GDD_Damage is the amount of damage, Habilidad en Net Slots, replacing Event Response - Damage Taken, Habilidad en Net Slots. *
    //* GDD_DamagedUnit is the damaged unit, replacing Event Response - Triggering Unit. *
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    //* -- Notes -- *
    //* Don't write any values to the variables used as the event responses, or it will mess *
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    //* *
    //* This uses arrays, so can have a maximum of instances at a time, and cleans up *
    //* data at a rate of per second. This should be enough for most maps. *
    //* *
    //* -- Credits -- *
    //* Captain Griffin on ingalex.de for the research and concept of GroupRefresh. *
    //* *
    //* Credit in your map not needed, but please include this README. *
    //* *
    //* -- Version History -- *
    //* Made this snippet work properly with recursive damage. *
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    //* 'Aloc' via a trigger after its creation, then remove it. *
    //* Added a check in case a unit gets moved out of the map and back. *
    //* First release. *
    //* *
    //*********************************************************************************************

    //globals
    // real udg_GDD_Event
    // real udg_GDD_Damage
    // unit udg_GDD_DamagedUnit
    // unit udg_GDD_DamageSource
    // trigger array udg_GDD__TriggerArray
    // integer array udg_GDD__Integers
    // unit array udg_GDD__UnitArray
    // group udg_GDD__LeftMapGroup
    //endglobals

    function GDD_Event takes nothing returns boolean
    local unit damagedcache = udg_GDD_DamagedUnit
    local unit damagingcache = udg_GDD_DamageSource
    local real damagecache = udg_GDD_Damage
    set udg_GDD_DamagedUnit = GetTriggerUnit()
    set udg_GDD_DamageSource = GetEventDamageSource()
    set udg_GDD_Damage = GetEventDamage()
    set udg_GDD_Event = 1.
    set udg_GDD_Event = 0.
    set udg_GDD_DamagedUnit = damagedcache
    set udg_GDD_DamageSource = damagingcache
    set udg_GDD_Damage = damagecache
    set damagedcache = null
    set Witches Wealth Slots Machine = null
    return false
    endfunction

    function GDD_AddDetection takes nothing returns boolean
    // if(udg_GDD__Integers[0] > ) then
    // call BJDebugMsg("GDD: Too many damage events! Decrease number of units present in the map or increase recycle rate.")
    // ***Recycle rate is the number used in the TimerStart line at the bottom of this trigger. Habilidad en Net Slots is faster.***
    // return
    // endif
    if(IsUnitInGroup(GetFilterUnit(), Habilidad en Net Slots, udg_GDD__LeftMapGroup)) then
    call GroupRemoveUnit(udg_GDD__LeftMapGroup, Habilidad en Net Slots, GetFilterUnit())
    else
    if(GetUnitAbilityLevel(GetFilterUnit(), Habilidad en Net Slots, 'Aloc') == 0) then
    set udg_GDD__Integers[0] = udg_GDD__Integers[0]+1
    set udg_GDD__UnitArray[udg_GDD__Integers[0]] = GetFilterUnit()
    set udg_GDD__TriggerArray[udg_GDD__Integers[0]] = CreateTrigger()
    call TriggerRegisterUnitEvent(udg_GDD__TriggerArray[udg_GDD__Integers[0]], udg_GDD__UnitArray[udg_GDD__Integers[0]], EVENT_UNIT_DAMAGED)
    call TriggerAddCondition(udg_GDD__TriggerArray[udg_GDD__Integers[0]], Condition(function GDD_Event))
    endif
    endif
    return false
    endfunction

    function GDD_PresetDetection takes nothing returns nothing
    local group g = CreateGroup()
    local integer i = 0
    set i = 0
    loop
    call GroupEnumUnitsOfPlayer(g, Player(i), Condition(function GDD_AddDetection))
    call GroupClear(g)
    set i = i+1
    exitwhen i == Habilidad en Net Slots endloop
    call DestroyGroup(g)
    set g = null
    endfunction

    function GDD_GroupRefresh takes nothing returns nothing
    //Based on GroupRefresh by Captain Griffen on ingalex.de
    if (bj_slotControlUsed[] == true) then
    call GroupClear(udg_GDD__LeftMapGroup)
    set bj_slotControlUsed[] = false
    endif
    call GroupAddUnit(udg_GDD__LeftMapGroup, GetEnumUnit())
    endfunction

    function GDD_Recycle takes nothing returns nothing
    if(udg_GDD__Integers[0] <= 0) then
    return
    elseif(udg_GDD__Integers[1] <= 0) then
    set udg_GDD__Integers[1] = udg_GDD__Integers[0]
    endif
    if(GetUnitTypeId(udg_GDD__UnitArray[udg_GDD__Integers[1]]) == 0) then
    call DestroyTrigger(udg_GDD__TriggerArray[udg_GDD__Integers[1]])
    set udg_GDD__TriggerArray[udg_GDD__Integers[1]] = null
    set udg_GDD__TriggerArray[udg_GDD__Integers[1]] = Habilidad en Net Slots set udg_GDD__UnitArray[udg_GDD__Integers[1]] = udg_GDD__UnitArray[udg_GDD__Integers[0]]
    set udg_GDD__UnitArray[udg_GDD__Integers[0]] = null
    set udg_GDD__Integers[0] = udg_GDD__Integers[0]-1
    endif
    set udg_GDD__Integers[1] = udg_GDD__Integers[1]-1
    endfunction

    function GDD_LeaveMap takes nothing returns boolean
    local boolean cached = bj_slotControlUsed[]
    if(udg_GDD__Integers[2] < 64) then
    set udg_GDD__Integers[2] = udg_GDD__Integers[2]+1
    else
    set bj_slotControlUsed[] = true
    call ForGroup(udg_GDD__LeftMapGroup, function GDD_GroupRefresh)
    set udg_GDD__Integers[2] = 0
    endif
    call GroupAddUnit(udg_GDD__LeftMapGroup, GetFilterUnit())
    set bj_slotControlUsed[] = cached
    return false
    endfunction

    //===========================================================================
    function InitTrig_GUI_Friendly_Damage_Detection takes nothing returns nothing
    local region r = CreateRegion()
    local timer t = CreateTimer()
    call RegionAddRect(r, GetWorldBounds())
    call TriggerRegisterEnterRegion(CreateTrigger(), r, Condition(function GDD_AddDetection))
    call TriggerRegisterLeaveRegion(CreateTrigger(), Habilidad en Net Slots, r, Condition(function GDD_LeaveMap))
    call GDD_PresetDetection()
    call TimerStart(t, Habilidad en Net Slots,true, function GDD_Recycle)
    set r = null
    set t = null
    endfunction[/jass]

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