More work on tutorial text

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Griatch 2022-08-07 00:11:38 +02:00
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@ -8,7 +8,7 @@ We still need to track what the character is using however: What weapon they hav
they can do. The shield, helmet and armor they use affects their defense. they can do. The shield, helmet and armor they use affects their defense.
We have already set up the possible 'wear/wield locations' when we defined our Objects We have already set up the possible 'wear/wield locations' when we defined our Objects
[in the previous lesson](Beginner-Tutorial-Objects). This is what we have in `enums.py`: [in the previous lesson](./Beginner-Tutorial-Objects.md). This is what we have in `enums.py`:
```python ```python
# mygame/evadventure/enums.py # mygame/evadventure/enums.py
@ -38,7 +38,7 @@ when we pick them up, but we will add more functionality using an _Equipment han
```{sidebar} ```{sidebar}
If you want to understand more about behind how Evennia uses handlers, there is a If you want to understand more about behind how Evennia uses handlers, there is a
[dedicated tutorial](Tutorial-Persistent-Handler) talking about the principle. [dedicated tutorial](../../Tutorial-Persistent-Handler.md) talking about the principle.
``` ```
A handler is (for our purposes) an object that sits "on" another entity, containing functionality A handler is (for our purposes) an object that sits "on" another entity, containing functionality
@ -117,4 +117,4 @@ our data - our _Knave_ slots. We must save them to the database, because we want
them even after reloading. them even after reloading.
Using `self.obj.attributes.add()` and `.get()` we save the data to the Character in a specially named Using `self.obj.attributes.add()` and `.get()` we save the data to the Character in a specially named
[Attribute](Attributes). Since we use a `category`, we are unlikely to collide with other Attributes. [Attribute](../../../Components/Attributes.md). Since we use a `category`, we are unlikely to collide with other Attributes.

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@ -1,4 +1,4 @@
# Rules - summary and dice rolling # Rules and dice rolling
In _EvAdventure_ we have decided to use the [Knave](https://www.drivethrurpg.com/product/250888/Knave) In _EvAdventure_ we have decided to use the [Knave](https://www.drivethrurpg.com/product/250888/Knave)
RPG ruleset. This is commercial, but released under Creative Commons 4.0, meaning it's okay to share and RPG ruleset. This is commercial, but released under Creative Commons 4.0, meaning it's okay to share and
@ -15,26 +15,28 @@ and _Charisma_ (CHA). These are rated from `+1` to `+10`.
- Rolls are made with a twenty-sided die (`1d20`), usually adding a suitable Ability bonus to the roll. - Rolls are made with a twenty-sided die (`1d20`), usually adding a suitable Ability bonus to the roll.
- If you roll _with advantage_, you roll `2d20` and pick the - If you roll _with advantage_, you roll `2d20` and pick the
_highest_ value, If you roll _with disadvantage_, you roll `2d20` and pick the _lowest_. _highest_ value, If you roll _with disadvantage_, you roll `2d20` and pick the _lowest_.
- Rolling a natural `1` is a _critical failure_. A natural `20` is a _critical success_. - Rolling a natural `1` is a _critical failure_. A natural `20` is a _critical success_. Rolling such
in combat means your weapon or armor loses quality, which will eventually destroy it.
- A _saving throw_ (trying to succeed against the environment) means making a roll to beat `15` (always). - A _saving throw_ (trying to succeed against the environment) means making a roll to beat `15` (always).
So if you are lifting a heavy stone and have a strength of `+2`, you'd roll `1d20 + 2` and hope the result So if you are lifting a heavy stone and have `STR +2`, you'd roll `1d20 + 2` and hope the result
is higher than `15`. is higher than `15`.
- An _opposed saving throw_ means beating the enemy's suitable Ability 'defense', which is always their - An _opposed saving throw_ means beating the enemy's suitable Ability 'defense', which is always their
`Ability bonus + 10`. So if you have STR `+1` and are arm wrestling someone with STR `+2`, you roll `Ability bonus + 10`. So if you have `STR +1` and are arm wrestling someone with `STR +2`, you roll
`1d20 + 1` and hope to roll higher than `2 + 10 = 12`. `1d20 + 1` and hope to roll higher than `2 + 10 = 12`.
- A special bonus is _Armor_, which is given by equipment. Melee attacks test STR versus the _Armor_ - A special bonus is `Armor`, `+1` is unarmored, additional armor is given by equipment. Melee attacks
defense value while ranged attacks uses WIS vs Armor. test `STR` versus the `Armor` defense value while ranged attacks uses `WIS` vs `Armor`.
- _Knave_ have no skills or classes. Everyone can use all items and using magic means having a special - _Knave_ has no skills or classes. Everyone can use all items and using magic means having a special
'rune stone' in your hands; one spell per stone and day. 'rune stone' in your hands; one spell per stone and day.
- A character has CON + 10 carry 'slots'. Most normal items uses one slot, armor and large weapons uses - A character has `CON + 10` carry 'slots'. Most normal items uses one slot, armor and large weapons uses
two or three. two or three.
- Healing is random, usually `1d8` health healed roll after food and sleep. - Healing is random, `1d8 + CON` health healed after food and sleep.
- Monster difficulty is listed by hy many 1d8 HP they have; this is called their "hit die" or HD. If
needing to test Abilities, monsters have HD bonus in every Ability.
- Monsters have a _morale rating_. When things go bad, they have a chance to panic and flee if - Monsters have a _morale rating_. When things go bad, they have a chance to panic and flee if
rolling `2d6` gives a value over their morale rating. rolling `2d6` over their morale rating.
- All Characters in _Knave_ are mostly randomly generated. Normally HP is `1d8`, but we will start HP at - All Characters in _Knave_ are mostly randomly generated. HP is `<level>d8` but we give every
max value. We will also give everyone an even Ability bonus distribution to avoid people re-rolling new character max HP to start.
their characters over and over until happy. - _Knave_ also have random tables, such as for starting equipment and to see if dying when
- _Knave_ also have some random tables, such as for starting equipment and to see if dying when
hitting 0. Death, if it happens, is permanent. hitting 0. Death, if it happens, is permanent.