case CMD_SHOOT: act("$n steadies $mself and takes aim.", TRUE, ch, 0, 0, TO_ROOM); act("You take aim at your target...", FALSE, ch, 0, 0, TO_CHAR); if (has_skill(ch, SKILL_ARCHERY)) /* if (ch->skills[SKILL_ARCHERY]) */ d->timeout = skill_delay(ch->skills[SKILL_ARCHERY]->learned); else d->timeout = skill_delay(15); break;
Okay, so this is a pretty straightforward skill. I just grabbed archery as an example, but I think it's going to be the same for crossbows and slings. I'm not entirely sure about blowguns since they're new.
Looking through this, you either hit or you miss. If you miss, it procs the skill_learned function, meaning you learned (assuming your skill timer isn't locking you out).
Doesn't matter if you hit the neck, head, or big toe. A hit is a hit and a miss is a miss.
My own methods of training up archery are to find the dodgiest thing I can (reasonably fast) like a turaal, a jozhal, or a gith, and then shoot them from max distance. Early on almost anything will do but as you start to reach journeyman you start finding it hard to get a miss with decent agility.
storms give a decent penalty, so higher chance of miss shoot 2 rooms @ turaals or ring tailed jozhals when there is harsh sandstorm to get it to advanced/master then go to Valley and shoot mantises Also 1 miss is enough, don't waste arrows. Take your 1 miss and wait for your timer
PS: Beware the auto dodge creatures, some type of a gortok for instance always used to dodge due to some code bug. They don't skill you up
It's not actually a bug. Mobiles with the "sentinel" flag can't be hit with ranged attacks, and it doesn't count as a failure for skillgains. Sentinel means they won't wander around. All kinds of random NPCs are sentinel, like the muggers on Hathor's and any NPC in a tavern. Anytime an NPC never moves from the room where it loads, it's because it's sentinel. It's meant to prevent shooting gate guards to death but gets used in other places where it becomes weird. The other way to prevent a mobile from moving is to make the surrounding rooms no_mob which is impractical in most places as it causes wandering NPCs to pile up.
I don't think offense and missile attacks interact at all. As far as I can tell, offense only comes into play in melee combat. There could be interaction with defense and getting shot at but I haven't looked at that. I'm pretty sure offense doesn't go up when missing a shot/throw. It would be kinda silly if it did since you can freely miss throws all day against non-aggro NPCs, especially if you don't actually have the skill.
sneazy: Started playing with ArmSolo again. Mapping the zones against newer maps and chasm area mostly looks good. If anyone else is using it, I will make a thread and post results. Else, I'll keep doing my own thang.
May 24, 2019 6:47:54 GMT -5
mehtastic: Hi everyone. Back for a bit to catch up on how things have been and talk about Arm with a less angry and more mellow voice. Hope y'all have been doing well.
Jun 25, 2019 16:29:23 GMT -5
delerak: gonna hijack your thread to start a fight..
Jun 26, 2019 2:06:50 GMT -5
mehtastic: Haha. We actually agree more than we disagree, but I'm down to discuss the benefits and drawbacks of multiplaying in general.
Jun 26, 2019 6:05:09 GMT -5
thesandlady: Are the days of 250 unique logins a week long gone, or is there a chance Arm could get back to it's old numbers?
Jul 12, 2019 13:05:29 GMT -5
mehtastic: thesandlady I think those days are long gone at this point. People will say it's because MUDs in general are on the decline, but there are a few text based games that see slight growth. Arm's problems hold it back from player recruitment and retention.
Jul 13, 2019 13:23:07 GMT -5
delerak: arm can get the numbers back up. you need good leaders running clans for one which it seems arm is lacking right now.
Jul 24, 2019 11:52:44 GMT -5
mehtastic: Well, that's partly why I said Armageddon can't get back the 250+ weekly logins days that it used to have: because Armageddon lacks good leaders. I would argue that staff actively suppress leadership and don't give players ways to grow into such roles.
Jul 24, 2019 13:36:11 GMT -5
dunebum: Armageddon needs strong storytellers aka Dungeon Masters. Without them breathing life into the world and not just responding to fucking character reports, the game is static and boring. Player led storylines suck ass.
Aug 21, 2019 22:16:51 GMT -5
dunebum: Would you want to play a game of D&D where the Dungeon Master sat back and let the players do all the work? Fuck no. The admins have forgotten the face of their fathers.
Aug 21, 2019 22:17:39 GMT -5
Jeshin: The Gunslinger reference got me.
Aug 22, 2019 14:24:53 GMT -5