Difference between revisions of "Jumping"
(Some rewording, especially to clarify that the #jump command does not cast the spell.) |
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Using any of the three sources to jump, you must be able to see your destination. The jump will consume d25 [[nutrition]] (plus the usual spellcasting hunger penalty, if you cast the spell), and you become [[immobile]] for one full turn (not simply one move) after landing<ref>[[apply.c#1361]]</ref>. Players with [[speed]] can move farther in one turn by stepping as far as possible without advancing the turn counter, then jumping, ''see [[Speed#Strategy]]''. | Using any of the three sources to jump, you must be able to see your destination. The jump will consume d25 [[nutrition]] (plus the usual spellcasting hunger penalty, if you cast the spell), and you become [[immobile]] for one full turn (not simply one move) after landing<ref>[[apply.c#1361]]</ref>. Players with [[speed]] can move farther in one turn by stepping as far as possible without advancing the turn counter, then jumping, ''see [[Speed#Strategy]]''. | ||
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+ | You can jump to try to escape from a [[pit]] or [[lava]]. You can also jump out of a [[web]], which will tear it apart. You can jump out of a [[bear trap]], but it will cause 1d10 damage and can inflict a long-lasting [[wounded legs|leg wound]]. If you are stuck in the floor (because you were caught in cooling lava) and attempt to jump, you will remain stuck and wound your legs. | ||
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 20:37, 15 January 2008
Jumping is a property that allows a player to traverse multiple tiles in one movement. The ability to jump comes from three sources: being a Knight, wearing jumping boots, or reading a spellbook of jumping. To perform a jump:
- As a Knight or wearing the boots, you use the extended command #jump. If number_pad is set, you can also press j. Knight jumping and jumping from the boots are practically identical; the only difference is to which squares you can jump.
- Using the spell, you must press Z and select jumping. (The #jump command will not cast the spell; see Dudley's dungeon of 21 December 2007 for a discussion of this.) The spell lets you jump farther, depending on your skill in escape spells.
Using any of the three sources to jump, you must be able to see your destination. The jump will consume d25 nutrition (plus the usual spellcasting hunger penalty, if you cast the spell), and you become immobile for one full turn (not simply one move) after landing[1]. Players with speed can move farther in one turn by stepping as far as possible without advancing the turn counter, then jumping, see Speed#Strategy.
You can jump to try to escape from a pit or lava. You can also jump out of a web, which will tear it apart. You can jump out of a bear trap, but it will cause 1d10 damage and can inflict a long-lasting leg wound. If you are stuck in the floor (because you were caught in cooling lava) and attempt to jump, you will remain stuck and wound your legs.
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.