Difference between revisions of "User:Fleeting Whisper/Help Menu"
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=== Bases === | === Bases === | ||
+ | ==== Who Can Edit? ==== | ||
+ | {{color|red|You need to own City of Villains to use the Base Editing Features}} | ||
+ | |||
+ | Your base can be edited by any member of your supergroup who has been given permission. The supergroup leader can set Base Editing privileges by going to Supergroup/Options/Permissions. The leader can choose the rank(s) allowed to edit the base. The highest rank is always allowed to edit the base. Only one person can edit at a time. | ||
+ | |||
+ | When you are in the Entrance Room of your base, a pop-up window listing three choices appears: Upgrade Plot, Add Personal Item and Edit Base. | ||
+ | |||
+ | ==== Upgrade Plot ==== | ||
+ | Your plot is the grid that you place all your rooms on. You start with a small plot. To get a larger plot, use Upgrade Plot. Pick the grid you want your current base has to fit entirely within the grid plot you are changing to. You can upgrade (or downgrade) your plot at any time. | ||
+ | |||
+ | {{color|turquoise|Each plot size has a maximum number of each item type that can be placed in it. This is listed in the window on the right.}} Be sure to choose a plot that will let you place the things you want and take care not too spend too much. You will need Prestige to place rooms, outfit your base, and launch raids. | ||
+ | |||
+ | ==== Add Personal Item ==== | ||
+ | This button is grayed out until you build an item in the workshop. You build items with your salvage. Items you build, you get to place even if you don't have Edit Base privileges. | ||
+ | |||
+ | ==== Edit Base ==== | ||
+ | This puts you into Base Editor mode. You can move around your base normally. If you double-click on a square in any room, you are instantly moved there. Use the right mouse button to view from above or below (to place items on the ceiling). Page Down will snap the camera close to you making it easier to see details in a room. | ||
+ | |||
+ | The window at the bottom of the screen has buttons for what you can do: Create Room, Pick Style, Place Item, and Current Room. Next to these buttons are tabs for different categories. Selecting a tab displays all pieces in that category. To place rooms and items, select the piece and move the mouse to where you want to place it. When it is in a valid location the highlight box changes to blue. Clicking will place it there. | ||
+ | |||
+ | The window on the left gives information about the room you are currently in. The Stats tab lists the types and numbers of items that room can accept. Remember your plot type also has limits on item placement that may be different from individual rooms. The window on the right gives details about the current selection. | ||
+ | |||
+ | ==== Energy and Control ==== | ||
+ | Energy and Control points are needed for base items to operate. Energy is generated by generators and the like; control comes from computers and arcane devices. The amounts of energy and control created and used by your base are shown at the bottom of the screen. Even if you do not produce enough energy or control, you can still place items; however, they will be turned off and will not provide any benefits. Turned off items are grayed out to alert you. | ||
+ | |||
+ | ==== Creating Rooms ==== | ||
+ | Rooms have specific functions that determine what kinds of objects you can place in them. The tabs list the different categories of rooms - energy, control, defense, etc. Within each category are rooms that vary by number of items allowed, types of items and size. The left window provides exact details of each as you select it. | ||
+ | |||
+ | When you place a room, it must connect the Front Entrance either directly or through other rooms. A connecting hallway is automatically added between it and all adjacent rooms. If a room cannot be placed, first make sure it is one square away from all other rooms (rooms cannot touch each other). If a hallway will not appear where you think it should, check to see if there are items on the wall of the linking room since these will block connection. | ||
+ | |||
+ | The Light Tab in Room window allows you to change the color and intensity of the general lighting in the room. There are three lights - high, middle, and low - and you can set each one separately. The display in the right window allows you to change the height of the floor and ceiling in the selected square. You can apply your choice to the entire room or base. You can also change the space to a solid pillar. Note, however, that the editor will not let you place a block if it prevents access to another room or to most functional items. | ||
+ | |||
+ | {{color|turquoise|If you delete a room its Prestige cost (and of all items in it) is returned to your Treasury; however, any salvage that was used to make items is lost forever.}} You cannot delete a room if that would leave others isolated from the Front Entrance. | ||
+ | |||
+ | ==== Pick Style ==== | ||
+ | Here you can be artistic, changing the look of room. The Styles tab gives the whole room to a pre-set look. The remaining tabs allow you to change specific sections of the walls, ceiling, and floor. | ||
+ | |||
+ | ==== Place Item ==== | ||
+ | This is the where you place useful and decorative items in your base. Each room type has a different selection of items that can be placed in it. Items are divided into three general groups: | ||
+ | |||
+ | Main: These items provide the base functionality for your base. They include generators, ley taps, mainframes, teleporters, resurrection circles, and more. | ||
+ | |||
+ | Aux: Aux items improve main items they are attached to; a circuit breaker adds to the energy produced by a generator, for example. Aux items attach to specific main items. What attaches to what is shown in the Aux tab of the main item. The Aux item attaches to the nearest legal target in the same room. The two (main and aux) will highlight to show the link. {{color|turquoise|Each main item can only have a limited number of aux items attached and this number may be less than the number of aux items allowed in the room.}} | ||
+ | |||
+ | Decorative: Decorative items do not count toward item limits and are included to let you create your base concept. | ||
+ | |||
+ | You can use the right mouse button to rotate a selected item. You can also click and drag the item to a new location after it has been placed. If you delete an item, you recover the total Prestige cost but will lose any salvage used to build it. | ||
+ | |||
+ | Items cannot completely block doorways or access to key equipment. If an item does not place in a location that appears legal it is usually because a minimum distance is required between objects, especially where they would block a hallway. | ||
+ | |||
+ | ==== Current Room ==== | ||
+ | This displays all items in the selected room. | ||
+ | |||
+ | ==== Building Items ==== | ||
+ | Your base starts with only simple versions of most items. To have better, you must gather recipes and salvage. Some recipes are automatically available to you. Others can be unlocked by earning Supergroup Badges and completing specific missions. You collect salvage by defeating mobs while in Supergroup mode. | ||
+ | |||
+ | All building is done in workshops using worktables. There are three levels of worktables for both Tech and Arcane. Selecting a worktable will display a list of what you can build there. | ||
+ | |||
+ | Building an item is a two-step process. In the first step you use multiple pieces of salvage to build components. Each table can build two types of components such as Tech Material or Arcane Glyph. The second step is to use these components to build the actual item. Every recipe lists the types and numbers of components you need to build it. When you choose to build a component or item, the necessary pieces are automatically removed from your salvage inventory. | ||
+ | |||
+ | Items you build cannot be transferred from one base to another. You must place them in the base where they were built | ||
+ | |||
=== Contacts === | === Contacts === | ||
=== Nav === | === Nav === |
Revision as of 01:21, 14 May 2009
This is a working copy for a modified Help menu. Starting from the basic help-menu in-game, I'm building a more useful one for the playerbase, with the help of any that wish to contribute.
The ultimate goal is to provide a modified help.txt and v_help.txt to players which they can add to their game, and use this page as a living document to update it as the game is updated.
Contents
- 1 CoH Help (help.txt)
- 1.1 Combat
- 1.2 Bases
- 1.3 Contacts
- 1.4 Nav
- 1.5 Powers
- 1.6 Rewards
- 1.7 Social
- 1.8 User
- 1.9 Arena
- 1.10 PvP
- 1.11 Invention System
- 1.12 Flashback System
- 1.13 Day Jobs
- 1.14 Merit Rewards
- 1.15 Architect - Creating Stories
- 1.16 Architect - Playing Stories
- 1.17 Architect - Mission Goals
- 1.18 Architect - Custom Characters
- 1.19 Architect - Tips
- 2 CoV Help (v_help.txt)
- 2.1 Combat
- 2.2 Bases
- 2.3 Contacts
- 2.4 Nav
- 2.5 Powers
- 2.6 Masterminds
- 2.7 Rewards
- 2.8 Social
- 2.9 User
- 2.10 Arena
- 2.11 PvP
- 2.12 Invention System
- 2.13 Flashback System
- 2.14 Day Jobs
- 2.15 Merit Rewards
- 2.16 Architect - Creating Stories
- 2.17 Architect - Playing Stories
- 2.18 Architect - Mission Goals
- 2.19 Architect - Custom Characters
- 2.20 Architect - Tips
CoH Help (help.txt)
Combat
Assist
A player can automatically assist another hero by clicking on him. The player's attacks will always target whichever villain the other hero has targeted.
Auto-Attacks
A player may set a single power to auto-attack by hitting the Control key while left clicking on the power's icon in the Power Tray. The power will always activate as soon as it is recharged, provided that the player has enough Endurance and that there is a legal target.
Conning Colors
Whenever a player clicks on or mouses over a target, the target's name appears above its head and in the Target Window. The color of the name represents the difference between the target's level and the hero's. Considering targets in this way is typically called 'conning.'
Grey | 3 or more levels below hero |
Green | 2 levels below the hero |
Blue | 1 level below the hero |
White | same level as the hero |
Yellow | 1 level above the hero |
Orange | 2 levels above the hero |
Red | 3 levels above the hero |
Purple | 4 or more levels above the hero |
A villain's Rank also affects its conning colors. A Lieutenant adds a single level to his conning color. A Boss adds two levels. Arch Villains and Monsters con three levels higher than their actual level.
Damage
Damage and Healing numbers appear above the heads of villains and heroes. The number's color indicates whether the value is healing or damage – and its source.
Over the heads of others:
Red/orange damage done by the player
Green healing done by the player
Gray damage/healing others did to them
Over the player's hero:
Red damage
Green healing
Damage Types
There are eight different damage types: Smashing, Lethal, Fire, Cold, Energy, Negative Energy, Toxic, and Psionic. Some villains have resistances to certain damage types. If an attack deals more than one type of damage, several numbers will appear above the target's head - one for each type of damage.
Defense
Some powers give a bonus to a character's Defense. This makes that character harder to hit in combat. All +DEF powers have to be associated with one or more types of Defense. These types protect you from that type of attack. The following is a list of Defense types:
Smashing
Lethal
Energy
Negative Energy
Fire
Cold
Psionic
Melee
Ranged
Area of Effect
When two or more powers affect the same type of Defense, they stack (meaning that they add together). If they don't, and an incoming attack qualifies as two or more qualifying attack types, then only the higher value is taken. EXAMPLE: A character has a power giving them 20% Defense to Ranged attacks, and a different power giving them 10% Defense to Fire attacks. That character has a 20% Defense to Flares (an attack that is both Fire and Range), not 30%. This is because the two powers do not stack and the system looks at the highest value.
Defenses that are typed as "All" or "All Except" include the Melee, Ranged and Area of Effect types as well as the normal damage types, and thus stack with everything else.
Defeat
Whenever a player reaches 0 Hit Points, he is Defeated. A pop-up window asks him whether he'd like to be transported to a hospital. If he prefers to be revived on the spot, he can simply leave this window up. While waiting to be revived, a player can Chat and even Trade. He will not be able to use Powers and Inspirations, except those that are specified as usable after defeat.
If a player chooses to be transported to a hospital, he will be taken to the hospital in the last City Zone he visited.
As a penalty for Defeat, the player incurs Experience Debt. While this debt remains, he must spend half his earned Experience paying it off. The rest of his Experience accumulates normally. A player's debt will never exceed half the Experience Points required for his next Security Level.
Endurance
Endurance is the energy a player uses to activate powers. A player has 100 Endurance points. Unlike Hit Points, this amount doesn't increase with Security Level or differ by Archetype. Players recover Endurance}} at a constant rate, even during combat.
A player can monitor his Endurance in his Status Window.
Hit Points
Hit Points are a measure of how tough a player is - how much damage they can take before Defeat. At each Security Level, a player gains more Hit Points. The number he gains is determined by his Archetype.
A player can monitor his Hit Points in his Status Window.
Security Level
The overall power of a hero or villain is measured by his Security Level. The higher the level, the greater their capabilities. Lone heroes should not tackle foes three or more levels above them. Players should typically team with other heroes within three levels of their own.
Target Window
Whenever a player left clicks on a villain or another hero, information appears in the Target Window.
A targeted villain's name will appear at the top of the window. Directly underneath is his Villain Group. The villain's Endurance and Hit Points are represented by two bars. To their left is the villain's level. To their right is the villain's Rank.
If the target is a hero, similar information is displayed. Instead of a Villain Group, the player's Supergroup (if any) appears beneath his name. Instead of a Rank, the player's Origin and Archetype are provided.
The Target Window also includes an Action Button which lists the actions a player can do to the target. The player selects an action by clicking it. A player can also see the Action Menu by right clicking on a target.
Villain Rank
Villains are divided into a number of Ranks. Each Rank differs in power. The Ranks are as follows:
Underling – These are small annoyances to a hero and can challenge one only in numbers. It takes 5 or more Underlings to threaten a player.
Minion – These are extremely common in every Villain Group. Typically, it takes 3 Minions to challenge a hero, though this number increases as a hero's Security Level rises.
Lieutenant – A Lieutenant is almost powerful enough to challenge a single hero, though he usually needs some minions alongside him.
Boss – Bosses are mighty foes and should not be taken lightly. They can defeat lone heroes with no difficulty and can prove a challenge for two or three.
Archvillain – Arch Villains are the evil masterminds and leaders of the city's many Villain Groups. They are as powerful as five or six heroes combined.
Monster – This Rank covers the various giant creatures that lurk the streets of Paragon City - and its mysterious depths. A Monster is the equal of a full team of eight heroes.
Queue attacks
Each power requires a certain amount of time to execute. If a player attempts to use a power while activating another, the second power is queued. A red circle appears around its icon, and it will activate as soon as possible. A player may only have one power in his queue at any time.
Bases
Who Can Edit?
You need to own City of Villains to use the Base Editing Features
Your base can be edited by any member of your supergroup who has been given permission. The supergroup leader can set Base Editing privileges by going to Supergroup/Options/Permissions. The leader can choose the rank(s) allowed to edit the base. The highest rank is always allowed to edit the base. Only one person can edit at a time.
When you are in the Entrance Room of your base, a pop-up window listing three choices appears: Upgrade Plot, Add Personal Item and Edit Base.
Upgrade Plot
Your plot is the grid that you place all your rooms on. You start with a small plot. To get a larger plot, use Upgrade Plot. Pick the grid you want your current base has to fit entirely within the grid plot you are changing to. You can upgrade (or downgrade) your plot at any time.
Each plot size has a maximum number of each item type that can be placed in it. This is listed in the window on the right. Be sure to choose a plot that will let you place the things you want and take care not too spend too much. You will need Prestige to place rooms, outfit your base, and launch raids.
Add Personal Item
This button is grayed out until you build an item in the workshop. You build items with your salvage. Items you build, you get to place even if you don't have Edit Base privileges.
Edit Base
This puts you into Base Editor mode. You can move around your base normally. If you double-click on a square in any room, you are instantly moved there. Use the right mouse button to view from above or below (to place items on the ceiling). Page Down will snap the camera close to you making it easier to see details in a room.
The window at the bottom of the screen has buttons for what you can do: Create Room, Pick Style, Place Item, and Current Room. Next to these buttons are tabs for different categories. Selecting a tab displays all pieces in that category. To place rooms and items, select the piece and move the mouse to where you want to place it. When it is in a valid location the highlight box changes to blue. Clicking will place it there.
The window on the left gives information about the room you are currently in. The Stats tab lists the types and numbers of items that room can accept. Remember your plot type also has limits on item placement that may be different from individual rooms. The window on the right gives details about the current selection.
Energy and Control
Energy and Control points are needed for base items to operate. Energy is generated by generators and the like; control comes from computers and arcane devices. The amounts of energy and control created and used by your base are shown at the bottom of the screen. Even if you do not produce enough energy or control, you can still place items; however, they will be turned off and will not provide any benefits. Turned off items are grayed out to alert you.
Creating Rooms
Rooms have specific functions that determine what kinds of objects you can place in them. The tabs list the different categories of rooms - energy, control, defense, etc. Within each category are rooms that vary by number of items allowed, types of items and size. The left window provides exact details of each as you select it.
When you place a room, it must connect the Front Entrance either directly or through other rooms. A connecting hallway is automatically added between it and all adjacent rooms. If a room cannot be placed, first make sure it is one square away from all other rooms (rooms cannot touch each other). If a hallway will not appear where you think it should, check to see if there are items on the wall of the linking room since these will block connection.
The Light Tab in Room window allows you to change the color and intensity of the general lighting in the room. There are three lights - high, middle, and low - and you can set each one separately. The display in the right window allows you to change the height of the floor and ceiling in the selected square. You can apply your choice to the entire room or base. You can also change the space to a solid pillar. Note, however, that the editor will not let you place a block if it prevents access to another room or to most functional items.
If you delete a room its Prestige cost (and of all items in it) is returned to your Treasury; however, any salvage that was used to make items is lost forever. You cannot delete a room if that would leave others isolated from the Front Entrance.
Pick Style
Here you can be artistic, changing the look of room. The Styles tab gives the whole room to a pre-set look. The remaining tabs allow you to change specific sections of the walls, ceiling, and floor.
Place Item
This is the where you place useful and decorative items in your base. Each room type has a different selection of items that can be placed in it. Items are divided into three general groups:
Main: These items provide the base functionality for your base. They include generators, ley taps, mainframes, teleporters, resurrection circles, and more.
Aux: Aux items improve main items they are attached to; a circuit breaker adds to the energy produced by a generator, for example. Aux items attach to specific main items. What attaches to what is shown in the Aux tab of the main item. The Aux item attaches to the nearest legal target in the same room. The two (main and aux) will highlight to show the link. Each main item can only have a limited number of aux items attached and this number may be less than the number of aux items allowed in the room.
Decorative: Decorative items do not count toward item limits and are included to let you create your base concept.
You can use the right mouse button to rotate a selected item. You can also click and drag the item to a new location after it has been placed. If you delete an item, you recover the total Prestige cost but will lose any salvage used to build it.
Items cannot completely block doorways or access to key equipment. If an item does not place in a location that appears legal it is usually because a minimum distance is required between objects, especially where they would block a hallway.
Current Room
This displays all items in the selected room.
Building Items
Your base starts with only simple versions of most items. To have better, you must gather recipes and salvage. Some recipes are automatically available to you. Others can be unlocked by earning Supergroup Badges and completing specific missions. You collect salvage by defeating mobs while in Supergroup mode.
All building is done in workshops using worktables. There are three levels of worktables for both Tech and Arcane. Selecting a worktable will display a list of what you can build there.
Building an item is a two-step process. In the first step you use multiple pieces of salvage to build components. Each table can build two types of components such as Tech Material or Arcane Glyph. The second step is to use these components to build the actual item. Every recipe lists the types and numbers of components you need to build it. When you choose to build a component or item, the necessary pieces are automatically removed from your salvage inventory.
Items you build cannot be transferred from one base to another. You must place them in the base where they were built
Contacts
Powers
Rewards
Social
User
Arena
PvP
Invention System
Flashback System
Day Jobs
Merit Rewards
Architect - Creating Stories
Architect - Playing Stories
Architect - Mission Goals
Architect - Custom Characters
Architect - Tips
CoV Help (v_help.txt)
Combat
Bases
Contacts
Powers
Masterminds
Rewards
Social
User
Arena
See CoH Help > Arena
PvP
Invention System
Flashback System
Day Jobs
Merit Rewards
Architect - Creating Stories
See CoH Help > Architect - Creating Stories
Architect - Playing Stories
See CoH Help > Architect - Playing Stories
Architect - Mission Goals
See CoH Help > Architect - Mission Goals
Architect - Custom Characters
See CoH Help > Architect - Custom Characters