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Weapons: The weapons you need depend on your class. Some classes need no weapons, such as monks. Other classes, such as Serpentlords or Blademasters depend on them. | Weapons: The weapons you need depend on your class. Some classes need no weapons, such as monks. Other classes, such as Serpentlords or Blademasters depend on them. | ||
== Macros, Triggers, and Systems == | |||
Obviously, nobody can type quickly enough to keep up with combat in Achaea and when combat gets really crazy, nobody can keep up with the pace at which things might be happening to you. | |||
As a result, people rely on Macros, Triggers, and entire Systems. | |||
=== Macros === | |||
These are just what they sound like in other software - you assign a command or series of commands to key or set of keys (such as f1 or control-shift-g, for instance). You'll create macros for every common thing you do in combat. | |||
=== Triggers === | |||
Triggers are logic that tells your client to do something in response to output from the MUD. For instance, if you get the message that you have just been afflicted with paralysis, you'll want to immediately eat bloodroot or magnesium to cure it. You can create Triggers using all common MUD software (including our own HTML5 client at client.achaea.com), and by creating conditional triggers ("Only execute the trigger on this output IF X, Y, and Z are also true") you can begin to create some very powerful help for yourself. | |||
Note: There are many things it's illegal to use triggers for in Achaea. They're fine in combat, but it's against the rules to automate actions that generate resources like gold, or even xp. | |||
=== Systems === | |||
Systems are entire collections of Triggers and sometimes Macros that are pre-made packages. They're created by players, and are very popular. The most popular systems run in the Mudlet downloadable client, though plans are in the works to create good systems for the main HTML5 client as well. | |||
Systems are mainly good for defense rather than offense, though there are exceptions. The reason is that defense is often mainly reactionary, whereas offense is more tactical. | |||
If you're serious about combat, you have to either create your own system or get someone else's. It's just not possible to keep up otherwise. | |||
== Locks == | == Locks == | ||
A 'lock' in the combat sense is what happens when someone has got you afflicted with conditions that collectively make it impossible for you to do something. For instance, if you are "Rift-locked" you've been afflicted with a combination of things such that there is no easy way for you to remove the conditions stopping you from getting things out of your Rift. | |||
Mastering the use of locks and the defenses against them is key for some classes, and for fighting against those classes. | |||
[[Category:Combat]] | [[Category:Combat]] |