Category:Player System Manager: Difference between revisions

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The '''Player System Manager''' is an overall system introduced in order to consolidate all skill systems, including [[:Category:Combat Maneuvers | Combat Manuevers]], [[:Category:Armor Specializations | Armor Specializations]], [[:Category:Shield Specializations | Shield Specializations]], and [[:Category:Ascension | Ascension]], to ease updates and development in these areas.
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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==Skill Systems==
==Skill Systems==
* [[: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.
* [[: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.
* [[: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.
* [[:Category:Weapon Techniques | Weapon Techniques ]] - Techniques that are granted automatically as you gain [[weapon]] skill.
* [[:Category:Feats | Feats ]] - Character defining skills that are not able to be unlearned without the use of a {{boldmono|[[FIXSKILLS]]}}.
* [[: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.
* [[:Category:Weapon Techniques | Weapon Techniques ]] -
* [[:Category:Feats | Feats ]] -


==Skill Types==
==Skill Types==
* [[:Category:Active Buff skills | Active]] - Skills that provide a buff to the user's attack or defense, and require a command to activate.
* [[:Category:Buff skills | Buff]] - Skills that provide a buff to the user's attack or defense, and require a command to activate.
* [[: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.
* [[: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.
* [[:Category:Passive Buff skills | Passive]] - Skills that provide a buff to the user's attack or defense once learned, and do not require a command to activate.
* [[: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.
* [[: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.
* [[: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}}.
* [[:Category:Concentration skills | Concentration]] - Skills that are channeled over a duration and require concentration be maintained. These can be {{boldmono|STOPped}}.
* [[: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]].
* [[: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]].

==Related Systems==
* [[:Category:Effects and Conditions | Effects and Conditions]] - Short-lived buffs and debuffs that can be applied by various skills and spells.


==Resources==
==Resources==
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* [[Player System Manager - Phase 3]]
* [[Player System Manager - Phase 3]]
* [[Player System Manager/Saved posts | Saved posts]]
* [[Player System Manager/Saved posts | Saved posts]]
* [[Silverwood Manor Events - PSM3 Primer Prep Talk (log)]]


[[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

Resources

Subcategories

This category has the following 18 subcategories, out of 18 total.

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B

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P

R

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Pages in category "Player System Manager"

The following 200 pages are in this category, out of 285 total.

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