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6.5.6 Skill: E>GK

This non-terminal command has integer input sub-commands for all guard skill attributes.

GjK>ABDEVRFXL

For all of them, BACKSPACE confirms the new skill setting, while / maintains the current one. The first six commands correspond to the probability-based skills.

A

attack

B

counter attack

D

defense

E

counter defense

V

advance

R

return

Each one of these sub-commands is an integer input whose parameter i is a percentage indicating the likelihood of the related action act (relative to command a) succeeding. See Integer input.

GjKa>act 0-100:i

The next couple commands correspond to the remaining skill attributes that are not probability-based.

F

Refraction period

X

Extra lives

Each one of these sub-commands is an integer input whose parameter i is the value of the related attribute attr (relative to command a).

GjKa>attr 0->:i

The last command K (‘LEGACY TEMPLATES’) allows the user to use a predefined skill template roughly equivalent to the ones available in the original game. There are 12 skill sets (ranging from 0 to 11) to choose from. These populate the values of each skill, which can be later fine-tuned using the aforementioned commands. It’s an integer input whose parameter i indicates the skill set of choice. It always starts at 0.

GjKL>L.SKILL 0-11:i

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