Post by Smiths on May 29, 2017 20:54:04 GMT
These are, to the best of my finding, ALL the help files available to the class in-game(if I've missed any please let me know!). Let's hope to get this new class sorted out, it's rather interesting, being essentially a martial artist-style class.
'help jskills'
COMMAND
jskills [argument]
ARGUMENT
None - Shows all named skills
all - Shows all skills
basic - Shows just the default starting skills
moves X - Shows all skills with X moves. i.e. jskills moves 3
DESCRIPTION
This displays your current skills and combos. If you have gained a skill
in a combination and then removed the combo, it will display as a comma
separated list of actions.
SEE ALSO
combos, moves, addcombo, addmove
'help combos'
COMMAND
combos [short]
ARGUMENTS
short - optional argument to display your combos with the moves replaced
by the move names you have created.
DESCRIPTION
This displays your current list of combos you have created.
EXAMPLE
combos
dpunch => straight punch head,straight punch head
flurry => straight punch head,straight punch head,straight punch head
combos short
dpunch => sph,sph
flurry => sph,sph,sph
SEE ALSO
addcombo, addmove, removecombo, jskills
'help moves'
COMMAND
moves
DESCRIPTION
This command displays all the moves you have created. These movements can
then be used as an alias to make typing the movement easier.
SEE ALSO
addmove, distance, movements, removemove
'help addmove'
COMMAND
addmove <nick> <movement> <position|direction>
or
setmove <nick> <movement> <position|direction>
ARGUMENTS
<nick> Single word argument you wish the move to become.
<movement> One of the basic movements. These movements can be any of the
attack, defense or movement skills.
<position This defines where the action will go. Attacks and defenses
direction> can be head/arm/body/leg, movements can be in, back, left,
right.
Note: Attacks do not require a position. If no position is given it will
try to use your default aim.
DESCRIPTION
Addmove allows you to make easier to type commands like an alias. These
are for single command movements, to specify what you wish to do.
EXAMPLES
addmove sph straight punch head
This means you can type 'sph' then to do a straight punch to the head.
addmove rl roll left
This means you will roll out of the way left.
SEE ALSO
combos, jskills, moves, removemove
'help addcombo'
COMMAND
addcombo <comboname> <comma separated list>
or
setcombo <comboname> <comma separated list>
ARGUMENTS
<comboname> Single word to define the combination.
<list> This is a comma separated list of movements.
DESCRIPTION
A combo is a series of movements executed in order. Each movement will
require a certain amount of skill to achieve, and failing a move can affect
the next move in the combination. The combo name acts as a command which
can be run to execute the series of actions.
EXAMPLE
addcombo dpunch sph,sph
This will make a command called dpunch which will do 2 'sph' (assume
these have been set using setmove as straight punch head).
addcombo flurry sph,sph,sph
This will make a command called 'flurry' which will do 3 attacks to the
head. This could also be done with 'addcombo flurry dpunch,sph'. Each move
will be expanded out to its complete list when making the combo.
addcombo cover sph,roll right,brace block head
This will make a command called 'cover' which will do 1 attack, roll
to the right and then block to the head.
NOTES
You need a certain amount of skill in the commands used before you are
skillful enough to create a combo of moves. In the above examples you will
need a certain amount of skill in sph, and dpunch to be able to make
flurry. In effect, you can add 1 additional move to your current known
moves of enough skill.
You can also only do 1 movement per combo, and a maximum of 5 total moves.
SEE ALSO
addmove, combos, jskills, removecombo, removeskill
'help removecombo'
COMMAND
removecombo <comboname>
or
rmcombo <comboname>
ARGUMENTS
<comboname> This is the name of the combination you wish to remove.
DESCRIPTION
This removes the name of the combination. The skill will not be removed,
but the command to do the combo will be.
SEE ALSO
combos, addcombo
'help removeskill'
COMMAND
removeskill <skill>
ARGUMENTS
<skill> name of the skill to remove.
ie. straight punch,step
DESCRIPTION
This allows you to remove a skill. Skills can only be removed if they are
not the pre-requisite to another skill. Any combo related to the skill
will also need to be removed.
Note: Removing a skill is irreversible. Once the skill is gone you will have
to skill it back up again.
SEE ALSO
addcombo, removecombo
'help kiai'
COMMAND
kiai [cost]
ARGUMENTS
[cost] - is the amount of effort (sps) you wish to put into the next move.
DESCRIPTION
A kiai is a shout of energy to assist in focusing your mind on your
technique, while also startling the opponent.
SEE ALSO
attacks, entice
'help attacks'
DESCRIPTION
Attacks are broken into 3 types of attack. Strikes, Punches and Kicks.
Strikes are done with the elbow, punches use the hands, whereas kicks
are done with the feet.
Focusing on one of these body parts toughens it, causing it to inflict
more damage.
Each attack type also has two types; straight and round attacks.
Each attack can target a specific area: head, body, leg or arm.
Brawling is a different form of unarmed combat, and as such does not help
with any of the attacks.
SEE ALSO
blocks, focus, kiai, movements
'help blocks'
DESCRIPTION
Blocks are to a specific location. These help negate some or all of the
damage that would occur. Different types of blocks are more effective
under different conditions.
Possible locations are; head, body, leg and arm.
SEE ALSO
entice, attacks, movements
'help movements'
DESCRIPTION
Movements modify your distance to an opponent. A stationary target is the
easiest to hit. Each movement modifies how much damage an attack will do.
The best defence is to not be there at all.
SEE ALSO
attacks, blocks, distance, moves
'help focus'
COMMAND
focus <location>
ARGUMENTS
<location> is the location you wish you focus on. This can be one of the
following: head, body, arm, leg, foot, hand, elbow and
regeneration (or 'regen').
DESCRIPTION
This targets your energy into a particular place of your body, making
it tougher, or to improve the overall regeneration.
SEE ALSO
break, meditate, relax
'help break'
COMMAND
break
ARGUMENTS
focus
DESCRIPTION
This command stops attempting to focus on part of yourself.
SEE ALSO
focus
'help meditate'
COMMAND
meditate <type>
ARGUMENTS
<type> This is the type of meditation you wish to do. Type must be one of
the following: mind, body, poison, relax.
Mind will help recover spell points faster.
Body will help recover hit points faster.
Poison will slowly purge poisons from the body.
Relax allows recovery of the ability to focus.
DESCRIPTION
Meditation is the key to controlling your body. With enough skill and
concentration, it is possible to direct your energy to healing a specific
problem, or just to help relax and gain inner focus.
SEE ALSO
awaken, focus
'help awaken'
COMMAND
awaken
ARGUMENTS
None.
DESCRIPTION
Awaken (or standing up) allows you to stop meditating.
SEE ALSO
meditate
'help relax'
COMMAND
relax <location>
ARGUMENTS
<location> is the location you wish you focus on. This can be one of the
following: head, body, arm, leg, foot, hand, elbow and
regeneration (or 'regen').
DESCRIPTION
This allows you to relax the focus you have built up on a location of
the body.
SEE ALSO
focus, break, meditate
'help entice'
COMMAND
entice <location>
ARGUMENTS
<location> this can be either head, body, arm or leg.
COST
Entice costs 5 spell points to use.
DESCRIPTION
Entice pretends to leave an opening for an opponent to strike at. This
opening can then be used to predict their next attack, allowing it to be
defended against easier.
SEE ALSO
blocks
'help distance'
COMMAND
distance
ARGUMENTS
none
DESCRIPTION
This shows you how far away from your opponent you are and how far around
your opponent you are.
SEE ALSO
movements
'help patterns'
COMMAND
patterns [name] [long]
ARGUMENTS
[name] is the optional name of the pattern to display.
[long] is an optional argument which will display the full list of moves
rather than just the short names.
DESCRIPTION
Display the list of patterns that you know. This can also be seen by
typing practice with no arguments.
If an argument is used, it will display the list of moves within that
pattern.
SEE ALSO
make, perform, practice, removepattern
'help pratice'
COMMAND
practice (<pattern>|stop)
ARGUMENTS
<pattern> is the name of the pattern you wish to practice.
If no argument is given, a list of known patterns is displayed.
'stop' stops the pattern you are practicing.
DESCRIPTION
Patterns are a set of actions in order, which can be done out of combat.
This allows some basic skills to be learnt, by practicing the moves in
a simulated combat against no opponent.
SEE ALSO
make, jskills, perform, patterns
'help perform'
COMMAND
perform [<pattern>|stop|[long]]
ARGUMENTS
None No argument will display the remaining moves in the pattern.
<pattern> is the name of the pattern you wish to perform in combat.
'stop' terminates the pattern being performed.
'long' Displays the remaining moves in the pattern, but in long form.
This shows the full combo list, rather than any combo name.
DESCRIPTION
This performs a pattern in combat, doing the moves in the order of the
pattern.
SEE ALSO
practice, patterns
'help make'
COMMAND
make pattern <name> with <comma separated list of moves>
or
addpattern <name> with <comma separated list of moves>
ARGUMENTS
<name> This is the name of the pattern you wish to make.
<list> This is a comma separated list of moves within the pattern.
There must be at least 10 moves in a pattern.
There can only be a maxiumum of 30 moves in a pattern.
EXAMPLE
make pattern test of courage with sph,spb,rl,sph,rl,spb.....sph,sph
DESCRIPTION
A pattern is a set of predefined moves, which are to be done in sequence.
With enough basic skill in all the moves, patterns can be created to
practice or perform in combat. With enough skill a master can teach
these patterns to others, to allow them to learn more advanced moves faster.
Note: Law will punish people making offensively named patterns.
SEE ALSO
patterns, practice, teach, removepattern, rename
'help teach'
COMMAND
teach <who> <pattern>
ARGUMENTS
<who> is the name of the person you wish to teach the pattern to.
<pattern> is the name of the pattern you wish to teach.
DESCRIPTION
Patterns are a set of actions in order, which can be done out of combat.
This allows some basic skills to be learnt, by practicing the moves in
a simulated combat against no opponent. Teaching allows a master of the
craft to teach a student something they have specifically made or
learnt from someone else.
Note: Most students will not learn a pattern the first time, so it may
need to be demonstrated multiple times for them to learn it.
A pattern that has been taught can not be renamed or removed.
SEE ALSO
make, perform, practice, removepattern, rename
'help rename'
COMMAND
rename pattern <from> [to] <to>
ARGUMENTS
<from> - name of the original pattern.
<to> - name of the new pattern.
DESCRIPTION
This will rename the name of a pattern from one thing to another. You can
not rename an NPC taught pattern.
SEE ALSO
make, perform, practice, removepattern, teach
'help removepattern'
COMMAND
removepattern <pattern name>
or
rmpattern <pattern name>
ARGUMENTS
<pattern name> The name of the pattern.
DESCRIPTION
This will make you forget the pattern. You can only do this if you have
the skill to create it in the first place. You can not remove patterns
taught to you by NPC's.
SEE ALSO
make, perform, practice, rename, teach
'help jskills'
COMMAND
jskills [argument]
ARGUMENT
None - Shows all named skills
all - Shows all skills
basic - Shows just the default starting skills
moves X - Shows all skills with X moves. i.e. jskills moves 3
DESCRIPTION
This displays your current skills and combos. If you have gained a skill
in a combination and then removed the combo, it will display as a comma
separated list of actions.
SEE ALSO
combos, moves, addcombo, addmove
'help combos'
COMMAND
combos [short]
ARGUMENTS
short - optional argument to display your combos with the moves replaced
by the move names you have created.
DESCRIPTION
This displays your current list of combos you have created.
EXAMPLE
combos
dpunch => straight punch head,straight punch head
flurry => straight punch head,straight punch head,straight punch head
combos short
dpunch => sph,sph
flurry => sph,sph,sph
SEE ALSO
addcombo, addmove, removecombo, jskills
'help moves'
COMMAND
moves
DESCRIPTION
This command displays all the moves you have created. These movements can
then be used as an alias to make typing the movement easier.
SEE ALSO
addmove, distance, movements, removemove
'help addmove'
COMMAND
addmove <nick> <movement> <position|direction>
or
setmove <nick> <movement> <position|direction>
ARGUMENTS
<nick> Single word argument you wish the move to become.
<movement> One of the basic movements. These movements can be any of the
attack, defense or movement skills.
<position This defines where the action will go. Attacks and defenses
direction> can be head/arm/body/leg, movements can be in, back, left,
right.
Note: Attacks do not require a position. If no position is given it will
try to use your default aim.
DESCRIPTION
Addmove allows you to make easier to type commands like an alias. These
are for single command movements, to specify what you wish to do.
EXAMPLES
addmove sph straight punch head
This means you can type 'sph' then to do a straight punch to the head.
addmove rl roll left
This means you will roll out of the way left.
SEE ALSO
combos, jskills, moves, removemove
'help addcombo'
COMMAND
addcombo <comboname> <comma separated list>
or
setcombo <comboname> <comma separated list>
ARGUMENTS
<comboname> Single word to define the combination.
<list> This is a comma separated list of movements.
DESCRIPTION
A combo is a series of movements executed in order. Each movement will
require a certain amount of skill to achieve, and failing a move can affect
the next move in the combination. The combo name acts as a command which
can be run to execute the series of actions.
EXAMPLE
addcombo dpunch sph,sph
This will make a command called dpunch which will do 2 'sph' (assume
these have been set using setmove as straight punch head).
addcombo flurry sph,sph,sph
This will make a command called 'flurry' which will do 3 attacks to the
head. This could also be done with 'addcombo flurry dpunch,sph'. Each move
will be expanded out to its complete list when making the combo.
addcombo cover sph,roll right,brace block head
This will make a command called 'cover' which will do 1 attack, roll
to the right and then block to the head.
NOTES
You need a certain amount of skill in the commands used before you are
skillful enough to create a combo of moves. In the above examples you will
need a certain amount of skill in sph, and dpunch to be able to make
flurry. In effect, you can add 1 additional move to your current known
moves of enough skill.
You can also only do 1 movement per combo, and a maximum of 5 total moves.
SEE ALSO
addmove, combos, jskills, removecombo, removeskill
'help removecombo'
COMMAND
removecombo <comboname>
or
rmcombo <comboname>
ARGUMENTS
<comboname> This is the name of the combination you wish to remove.
DESCRIPTION
This removes the name of the combination. The skill will not be removed,
but the command to do the combo will be.
SEE ALSO
combos, addcombo
'help removeskill'
COMMAND
removeskill <skill>
ARGUMENTS
<skill> name of the skill to remove.
ie. straight punch,step
DESCRIPTION
This allows you to remove a skill. Skills can only be removed if they are
not the pre-requisite to another skill. Any combo related to the skill
will also need to be removed.
Note: Removing a skill is irreversible. Once the skill is gone you will have
to skill it back up again.
SEE ALSO
addcombo, removecombo
'help kiai'
COMMAND
kiai [cost]
ARGUMENTS
[cost] - is the amount of effort (sps) you wish to put into the next move.
DESCRIPTION
A kiai is a shout of energy to assist in focusing your mind on your
technique, while also startling the opponent.
SEE ALSO
attacks, entice
'help attacks'
DESCRIPTION
Attacks are broken into 3 types of attack. Strikes, Punches and Kicks.
Strikes are done with the elbow, punches use the hands, whereas kicks
are done with the feet.
Focusing on one of these body parts toughens it, causing it to inflict
more damage.
Each attack type also has two types; straight and round attacks.
Each attack can target a specific area: head, body, leg or arm.
Brawling is a different form of unarmed combat, and as such does not help
with any of the attacks.
SEE ALSO
blocks, focus, kiai, movements
'help blocks'
DESCRIPTION
Blocks are to a specific location. These help negate some or all of the
damage that would occur. Different types of blocks are more effective
under different conditions.
Possible locations are; head, body, leg and arm.
SEE ALSO
entice, attacks, movements
'help movements'
DESCRIPTION
Movements modify your distance to an opponent. A stationary target is the
easiest to hit. Each movement modifies how much damage an attack will do.
The best defence is to not be there at all.
SEE ALSO
attacks, blocks, distance, moves
'help focus'
COMMAND
focus <location>
ARGUMENTS
<location> is the location you wish you focus on. This can be one of the
following: head, body, arm, leg, foot, hand, elbow and
regeneration (or 'regen').
DESCRIPTION
This targets your energy into a particular place of your body, making
it tougher, or to improve the overall regeneration.
SEE ALSO
break, meditate, relax
'help break'
COMMAND
break
ARGUMENTS
focus
DESCRIPTION
This command stops attempting to focus on part of yourself.
SEE ALSO
focus
'help meditate'
COMMAND
meditate <type>
ARGUMENTS
<type> This is the type of meditation you wish to do. Type must be one of
the following: mind, body, poison, relax.
Mind will help recover spell points faster.
Body will help recover hit points faster.
Poison will slowly purge poisons from the body.
Relax allows recovery of the ability to focus.
DESCRIPTION
Meditation is the key to controlling your body. With enough skill and
concentration, it is possible to direct your energy to healing a specific
problem, or just to help relax and gain inner focus.
SEE ALSO
awaken, focus
'help awaken'
COMMAND
awaken
ARGUMENTS
None.
DESCRIPTION
Awaken (or standing up) allows you to stop meditating.
SEE ALSO
meditate
'help relax'
COMMAND
relax <location>
ARGUMENTS
<location> is the location you wish you focus on. This can be one of the
following: head, body, arm, leg, foot, hand, elbow and
regeneration (or 'regen').
DESCRIPTION
This allows you to relax the focus you have built up on a location of
the body.
SEE ALSO
focus, break, meditate
'help entice'
COMMAND
entice <location>
ARGUMENTS
<location> this can be either head, body, arm or leg.
COST
Entice costs 5 spell points to use.
DESCRIPTION
Entice pretends to leave an opening for an opponent to strike at. This
opening can then be used to predict their next attack, allowing it to be
defended against easier.
SEE ALSO
blocks
'help distance'
COMMAND
distance
ARGUMENTS
none
DESCRIPTION
This shows you how far away from your opponent you are and how far around
your opponent you are.
SEE ALSO
movements
'help patterns'
COMMAND
patterns [name] [long]
ARGUMENTS
[name] is the optional name of the pattern to display.
[long] is an optional argument which will display the full list of moves
rather than just the short names.
DESCRIPTION
Display the list of patterns that you know. This can also be seen by
typing practice with no arguments.
If an argument is used, it will display the list of moves within that
pattern.
SEE ALSO
make, perform, practice, removepattern
'help pratice'
COMMAND
practice (<pattern>|stop)
ARGUMENTS
<pattern> is the name of the pattern you wish to practice.
If no argument is given, a list of known patterns is displayed.
'stop' stops the pattern you are practicing.
DESCRIPTION
Patterns are a set of actions in order, which can be done out of combat.
This allows some basic skills to be learnt, by practicing the moves in
a simulated combat against no opponent.
SEE ALSO
make, jskills, perform, patterns
'help perform'
COMMAND
perform [<pattern>|stop|[long]]
ARGUMENTS
None No argument will display the remaining moves in the pattern.
<pattern> is the name of the pattern you wish to perform in combat.
'stop' terminates the pattern being performed.
'long' Displays the remaining moves in the pattern, but in long form.
This shows the full combo list, rather than any combo name.
DESCRIPTION
This performs a pattern in combat, doing the moves in the order of the
pattern.
SEE ALSO
practice, patterns
'help make'
COMMAND
make pattern <name> with <comma separated list of moves>
or
addpattern <name> with <comma separated list of moves>
ARGUMENTS
<name> This is the name of the pattern you wish to make.
<list> This is a comma separated list of moves within the pattern.
There must be at least 10 moves in a pattern.
There can only be a maxiumum of 30 moves in a pattern.
EXAMPLE
make pattern test of courage with sph,spb,rl,sph,rl,spb.....sph,sph
DESCRIPTION
A pattern is a set of predefined moves, which are to be done in sequence.
With enough basic skill in all the moves, patterns can be created to
practice or perform in combat. With enough skill a master can teach
these patterns to others, to allow them to learn more advanced moves faster.
Note: Law will punish people making offensively named patterns.
SEE ALSO
patterns, practice, teach, removepattern, rename
'help teach'
COMMAND
teach <who> <pattern>
ARGUMENTS
<who> is the name of the person you wish to teach the pattern to.
<pattern> is the name of the pattern you wish to teach.
DESCRIPTION
Patterns are a set of actions in order, which can be done out of combat.
This allows some basic skills to be learnt, by practicing the moves in
a simulated combat against no opponent. Teaching allows a master of the
craft to teach a student something they have specifically made or
learnt from someone else.
Note: Most students will not learn a pattern the first time, so it may
need to be demonstrated multiple times for them to learn it.
A pattern that has been taught can not be renamed or removed.
SEE ALSO
make, perform, practice, removepattern, rename
'help rename'
COMMAND
rename pattern <from> [to] <to>
ARGUMENTS
<from> - name of the original pattern.
<to> - name of the new pattern.
DESCRIPTION
This will rename the name of a pattern from one thing to another. You can
not rename an NPC taught pattern.
SEE ALSO
make, perform, practice, removepattern, teach
'help removepattern'
COMMAND
removepattern <pattern name>
or
rmpattern <pattern name>
ARGUMENTS
<pattern name> The name of the pattern.
DESCRIPTION
This will make you forget the pattern. You can only do this if you have
the skill to create it in the first place. You can not remove patterns
taught to you by NPC's.
SEE ALSO
make, perform, practice, rename, teach