Category:Player System Manager: Difference between revisions
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The '''Player System Manager''' |
The '''Player System Manager''' consolidates a number of character skill systems in order to standardize behavior and make development and updates easier in these areas. |
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__NOTOC__ |
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==Skill Systems== |
==Skill Systems== |
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* [[:Category:Combat Maneuvers | Combat Maneuvers]] - Skills with multiple facets and applications, including attack, defense and utility. |
* [[:Category:Combat Maneuvers | Combat Maneuvers]] - Skills with multiple facets and applications, including attack, defense and utility. |
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* [[:Category:Armor Specializations | Armor Specializations]] - Service and utility abilities that can be applied to a suit of armor by a warrior, rogue, or paladin. |
* [[:Category:Armor Specializations | Armor Specializations]] - Service and utility abilities that can be applied to a suit of armor by a warrior, rogue, or paladin. |
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* [[:Category:Shield Specializations | Shield Specializations]] - Shield skills similar to Combat Manuevers that are available to warriors, rogues, or paladins. |
* [[:Category:Shield Specializations | Shield Specializations]] - Shield skills similar to Combat Manuevers that are available to warriors, rogues, or paladins. |
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* [[:Category:Weapon Techniques | Weapon Techniques ]] - Techniques that are granted automatically as you gain [[weapon]] skill. |
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* [[:Category:Feats | Feats ]] - Character defining skills that are not able to be unlearned without the use of a {{boldmono|[[FIXSKILLS]]}}. |
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* [[:Category:Ascension | Ascension ]] - System that allows you to divert experience into an Ascension Training Point (ATP) pool, which can then be spent on Ascension Skills to further define your character. |
* [[:Category:Ascension | Ascension ]] - System that allows you to divert experience into an Ascension Training Point (ATP) pool, which can then be spent on Ascension Skills to further define your character. |
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==Skill Types== |
==Skill Types== |
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* [[:Category: |
* [[:Category:Buff skills | Buff]] - Skills that provide a buff to the user's attack or defense, and require a command to activate. |
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* [[:Category:Attack skills | Attack]] - Skills that utilize and enhance the user's normal attack. |
* [[:Category:Attack skills | Attack]] - Skills that utilize and enhance the user's normal attack. |
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* [[:Category:Martial Stance skills | Martial Stance]] - Classification of CMAN and specialization skills that provide a significant "passive" benefit. |
* [[:Category:Martial Stance skills | Martial Stance]] - Classification of CMAN and specialization skills that provide a significant "passive" benefit. |
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* [[:Category:Passive |
* [[:Category:Passive skills | Passive]] - Skills that provide a buff to the user's attack or defense once learned, and do not require a command to activate. |
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* [[:Category:Setup skills | Setup]] - Skills that are meant to disable a target in order to set them up for an attack. |
* [[:Category:Setup skills | Setup]] - Skills that are meant to disable a target in order to set them up for an attack. |
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* [[:Category:Assault skills | Assault]] - Attack skills similar to focused {{boldmono|[[MSTRIKE]]}}. Damage is done to a single target over multiple rounds, and other buffs may apply per-round or upon completion. These can be {{boldmono|[[STOP]]ped}}. |
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* [[:Category:Concentration skills | Concentration]] - Skills that are channeled over a duration and require concentration be maintained. These can be {{boldmono|STOPped}}. |
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* [[:Category:Area of Effect skills | Area of Effect]] - Skills that disable or damage multiple targets. The number of targets is increased by training in [[Multi Opponent Combat]]. |
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* [[:Category:Reaction skills | Reaction]] - Skills that require a trigger to become available for use. These are faster than standard attacks, require no stamina, and can be used in self-inflicted [[roundtime]]. |
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==Related Systems== |
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* [[:Category:Effects and Conditions | Effects and Conditions]] - Short-lived buffs and debuffs that can be applied by various skills and spells. |
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==Resources== |
==Resources== |
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* [[Player System Manager - Phase 3]] |
* [[Player System Manager - Phase 3]] |
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* [[Player System Manager/Saved posts | Saved posts]] |
* [[Player System Manager/Saved posts | Saved posts]] |
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* [[Silverwood Manor Events - PSM3 Primer Prep Talk (log)]] |
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[[Category:Combat Mechanics]] |
[[Category:Combat Mechanics]] |
Latest revision as of 12:14, 1 August 2021
The Player System Manager consolidates a number of character skill systems in order to standardize behavior and make development and updates easier in these areas.
Skill Systems
- Combat Maneuvers - Skills with multiple facets and applications, including attack, defense and utility.
- Armor Specializations - Service and utility abilities that can be applied to a suit of armor by a warrior, rogue, or paladin.
- Shield Specializations - Shield skills similar to Combat Manuevers that are available to warriors, rogues, or paladins.
- Weapon Techniques - Techniques that are granted automatically as you gain weapon skill.
- Feats - Character defining skills that are not able to be unlearned without the use of a FIXSKILLS.
- Ascension - System that allows you to divert experience into an Ascension Training Point (ATP) pool, which can then be spent on Ascension Skills to further define your character.
Skill Types
- Buff - Skills that provide a buff to the user's attack or defense, and require a command to activate.
- Attack - Skills that utilize and enhance the user's normal attack.
- Martial Stance - Classification of CMAN and specialization skills that provide a significant "passive" benefit.
- Passive - Skills that provide a buff to the user's attack or defense once learned, and do not require a command to activate.
- Setup - Skills that are meant to disable a target in order to set them up for an attack.
- Assault - Attack skills similar to focused MSTRIKE. Damage is done to a single target over multiple rounds, and other buffs may apply per-round or upon completion. These can be STOPped.
- Concentration - Skills that are channeled over a duration and require concentration be maintained. These can be STOPped.
- Area of Effect - Skills that disable or damage multiple targets. The number of targets is increased by training in Multi Opponent Combat.
- Reaction - Skills that require a trigger to become available for use. These are faster than standard attacks, require no stamina, and can be used in self-inflicted roundtime.
Related Systems
- Effects and Conditions - Short-lived buffs and debuffs that can be applied by various skills and spells.
Resources
Subcategories
This category has the following 18 subcategories, out of 18 total.
A
- Active Buff skills (3 P)
- Area of Effect skills (11 P)
- Armor Specializations (15 P)
- Ascension (76 P)
- Assault skills (6 P)
- Attack skills (13 P)
B
- Buff skills (13 P)
C
- Combat Maneuvers (86 P)
- Concentration skills (2 P)
E
- Effects and Conditions (56 P)
F
- Feats (19 P)
M
- Martial Stance skills (14 P)
P
- Passive skills (37 P)
- PSM system verbs (6 P)
R
- Reaction skills (7 P)
S
- Setup skills (38 P)
- Shield Specializations (34 P)
W
Pages in category "Player System Manager"
The following 85 pages are in this category, out of 285 total.
(previous page) (next page)R
S
- Scale Armor Proficiency
- Shadow Dance
- Shadow Mastery
- Shield Bash
- Shield Charge
- Shield Forward
- Shield Mind
- Shield Pin
- Shield Push
- Shield Riposte
- Shield Spike Focus
- Shield Spike Mastery
- Shield Strike
- Shield Strike Mastery
- Shield Swiftness
- Shield Throw
- Shield Trample
- Shield Trample Mastery
- Shielded Brawler
- Shrouded
- Side by Side
- Silenced
- Silent Strike
- Slash Protection
- Slashing Strikes
- Slippery Mind
- Small Shield Focus
- Spell Block
- Spell Cleave
- Spell Parry
- Spell Thieve
- Spike Focus
- Spin Attack
- Spin Kick
- Staggered
- Staggering Blow
- Stance of the Mongoose
- Stance Perfection
- Steady Shield
- Steely Resolve
- Striking Asp Stance
- Stun Maneuvers
- Gswiki:Style guide/Player System Manager
- Subdual Strike
- Subdue
- Sucker Punch
- Sunder Shield
- Surge of Strength
- Sweep
- Swiftkick