Difference between revisions of "Jumping"
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− | '''Jumping''' is a [[property]] that allows a player to traverse multiple [[tile]]s in one movement. You may do this using the [[extended command]] '''#jump''' or the command '''[[j]]'''. (The command '''j''' is only available if [[ | + | '''Jumping''' is a [[property]] that allows a player to traverse multiple [[tile]]s in one movement. You may do this using the [[extended command]] '''#jump''' or the command '''[[j]]'''. (The command '''j''' is only available if [[number_pad]] is set.) The ability to jump comes from three sources: being a [[Knight]], wearing [[jumping boots]], and casting the spell [[spellbook of jumping|jumping]]. Knight jumping and jumping from the boots are practically identical; the only difference is to which squares you can jump. All sources of jumping require that you see destination tile, and all sources of jumping consume d25 nutrition (in addition to any spellcasting hunger penalty) and render the player [[immobile]] for one full turn (not simply one move) after landing<ref>[[apply.c#1361]]</ref>. The jumping spell allows you to jump farther than you could if you were a Knight or wearing jumping boots; just how far depends on your [[skill]] in [[escape spells]]. |
In the following diagrams, tiles to which you can jump are marked by an 'x'. | In the following diagrams, tiles to which you can jump are marked by an 'x'. |
Revision as of 15:34, 26 November 2007
Jumping is a property that allows a player to traverse multiple tiles in one movement. You may do this using the extended command #jump or the command j. (The command j is only available if number_pad is set.) The ability to jump comes from three sources: being a Knight, wearing jumping boots, and casting the spell jumping. Knight jumping and jumping from the boots are practically identical; the only difference is to which squares you can jump. All sources of jumping require that you see destination tile, and all sources of jumping consume d25 nutrition (in addition to any spellcasting hunger penalty) and render the player immobile for one full turn (not simply one move) after landing[1]. The jumping spell allows you to jump farther than you could if you were a Knight or wearing jumping boots; just how far depends on your skill in escape spells.
In the following diagrams, tiles to which you can jump are marked by an 'x'.
Knight's Jump Jumping Boots ......... ......... ......... ....x.... ...x.x... ..xxxxx.. ..x...x.. ..xxxxx.. ....@.... .xxx@xxx. ..x...x.. ..xxxxx.. ...x.x... ..xxxxx.. ......... ....x.... ......... ......... JUMPING SPELL Unskilled Basic Skilled Expert ........... ........... ........... ........... ........... ........... ........... ....xxx.... .....x..... ....xxx.... ...xxxxx... ..xxxxxxx.. ...xxxxx... ...xxxxx... ..xxxxxxx.. ..xxxxxxx.. ...xxxxx... ..xxxxxxx.. ..xxxxxxx.. .xxxxxxxxx. ..xxx@xxx.. ..xxx@xxx.. ..xxx@xxx.. .xxxx@xxxx. ...xxxxx... ..xxxxxxx.. ..xxxxxxx.. .xxxxxxxxx. ...xxxxx... ...xxxxx... ..xxxxxxx.. ..xxxxxxx.. .....x..... ....xxx.... ...xxxxx... ..xxxxxxx.. ........... ........... ........... ....xxx.... ........... ........... ........... ...........
You cannot jump if:
- You are not a Knight, not wearing jumping boots, and not casting the jumping spell.
- You are engulfed by a monster.
- You are in water.
- You are stuck to a nontame, nonconfused monster, unless conflict is in effect.
- You are levitating, are on the Plane of Air, or are on the Plane of Water.
- Either of your legs is wounded.
- Your steed has wounded legs.
- Your steed is stuck in a trap.
In addition, if you are not casting the jumping spell, you cannot jump if:
- You do not have legs.
- You are burdened to any degree.
- You are hungrier than the halfway point between not hungry and weak.
- You have less than six strength.