Midgarth Quest. Browser-Playable Mmorpg Written by AI
Arrows / WASDWalk — hold to keep walking, tap for a single step
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Arrows / WASDWalk — hold to keep walking, tap for a single step Q E Z CWalk diagonally Shift+directionTurn to face that way without stepping Drag a fingerOn a touch screen, double tap and drag — tap, lift, and put the finger straight back down and move it — and you walk the way it points from where it landed, one of eight ways, for as long as it stays down, just as a held arrow key walks. Change the way by moving the finger round; bring it back to where it landed to stop without lifting it, or lift it. The first tap is still a click, and the walk takes over from wherever it was sending you. Or hold a finger down until a ring comes up under it, then drag: the ring is a joystick, its middle where the finger came down, and you walk the way the finger is from it, one of eight ways, until you lift it or bring it back to the middle. Let go of the hold without dragging and it is the long press it always was, done as you lift your finger. Two fingers dragged together walk the same way, without the double tap, the way the point between them goes; spread or pinch them instead and the view zooms. A two-finger gesture is one or the other, decided by how it starts, so a pinch never walks you. A plain tap is a click, and one finger dragged without the double tap moves the view instead (see Drag the world) NumpadWalk in all eight directions Click monsterAttack — it becomes your preferred target, outlined in red, and you chase it from that first click. Click it again to let it go. A step of your own only pauses the chase: once it is done, you go after it again. A click on the ground lets it go and walks you there, and picking a target while you are walking drops the walk and goes after the target at once. Click it again to let it go, or switch chase off to fight from where you stand. A target that goes out of sight — off the screen, or too dark or quiet to make out — stays picked for ten seconds since you last saw it: nothing is chased or struck while it is gone, and it is fought again the moment it is back; after that it is let go of. Following a player works the same way. The Statuses line says whether you are chasing, and when your target is out of sight Click playerFollow — you walk after them wherever they go, into the temple included, until you stop. Unless they are outlined red when clicked: when your stance allows them — red, anybody; yellow, anybody protection zone locked; any stance, whoever attacked you — and they are not under half your level and unlocked, they are attacked like a monster instead, chased from that first click. Clicking anybody else follows them and says why Right-click playerA menu of what can be done with them — Look, Follow (or Stop following), Attack, Trade — on a long press too. Attack is greyed, with the reason, while your stance does not allow them or they are under half your level and not protection zone locked
Click a personSomebody in the world who is neither a player nor a monster — Grubb, Elrond, or one of the people (see People) — walks you up to them — to within three tiles of them, in sight of them, once, and no nearer — and opens a menu of what you can ask them once you get there, a small list beside them while the world goes on round it. A click on somebody already within three tiles moves you nowhere: the menu opens at once where you stand. A step of your own, a click somewhere else or Stop on the way, and the menu does not open. Click anywhere else or press Esc to shut it; the arrow keys and Enter work in it too. They are never followed the way a player is — they are not outlined, Tab passes them by, and once you are in reach you stay put. Quests come first, marked with a !; a quest you have finished loses its !, is ticked ✓, and goes in among the rest, still there to ask, until a death undoes it; then Trade for a shopkeeper, which opens the Vendor panel once you are in reach; then whatever else they will talk about, and Look. Choose something and they answer it as though you had said it to them: at once if you are within three tiles, and otherwise when you have walked up — a step of your own, another click, Stop, or ten seconds getting no nearer drops the question. A right-click or long press on them does the same as a click. Typing their words still works, within three tiles of them. Everything is done from within three tiles: a word said four tiles off, or through a wall, is not heard, and a question, a quest handed in, a passage or a trade waits until you have walked up. Whatever cannot be done from where you stand says so in the log, “Grubb is too far away.” — when there is no way up to them, a walk up gives up, their words are said from a few tiles too far, or the Vendor panel is used after stepping out of reach. Whoever you deal with stops and turns to face you: a click, a question, words they hear, a buy or a sale holds them where they stand, facing whoever dealt with them last, for ten seconds after the last of it, and for as long as their Vendor panel is open to you and you stay within three tiles. Then they go back to pottering about. Anybody standing right beside one of them keeps them where they are too TradeAsk another player, from the menu on them, standing within two tiles. They see the ask and accept it or let it lapse. The window then shows both offers side by side: click a slot in your bag to put one of it on the table, right-click for the pile, click a slot in your offer to take one back. Both of you press Accept, and only then does everything change hands at once — or nothing does. Any change to either offer takes every accept back, and the window says so in words. Walking apart, or Cancel, ends it PZ lock and skullsAttack a player who is not protection zone locked and has not attacked you — which only a red stance can — and you are locked yourself, and your eyes go red for anybody to see while you are. Being locked is no skull: only a kill puts a skull beside your name. While you are locked you walk no faster than the lowest level you have attacked under it: attack a level 30 and you walk like a level 30, attack a level 10 after that and like a level 10, and a higher level after that does not speed you up again. It is a limit, gear included: a cloak or armor that quickens you cannot take you past it, and if your own pace is already under it you walk as you did. Nor does a haste: its ten levels count like gear, up to the limit and no further. A horse still goes at a horse’s pace, and your own pace comes back when the lock is off. The lock has no timer, and lasts as long as you are in combat: the moment the In a fight sign goes, ten seconds after the last blow you gave or took and after anybody or anything last had you picked to attack, so does the lock. Killing somebody who was not locked puts a skull on you with a ten-minute timer, and each kill after adds another ten to whatever is still running rather than replacing it; you stay locked while it runs, nothing takes it off before those minutes are up, and after them the skull is gone and the lock lasts as long as your fight does, like an attack’s. Attacking or killing somebody who is already locked, or who attacked you first in the last minute, earns nothing, so hitting back at whoever started a fight costs you nothing — but whoever started it pays for the kill, though their victim was hitting back. While you are locked: no protection zone will take you — you are turned back at the line, and a click inside finds no way — and you cannot log out or call the Eagles, anywhere, however long since your last fight. Nor is closing the tab a way out: your character stays standing where they are until the lock ends, where anybody can walk up to them and kill them, and they will not fight back because nobody is there to fight. Log back in before it ends and you get them back exactly as they stand. A lock is never lost in the middle of a fight. A skull survives a logout; dying takes it and the lock off, since the dead wake in the temple. Your status line shows a padlock while you are locked, and a skull with its timer counting down while you wear one; the Players panel shows who wears a skull and how long it has left StanceThe button in Controls steps through three, Tibia’s hands: a white hand attacks only whoever attacked you, for a minute after their last swing; a yellow hand those and anybody protection zone locked; a red fist anybody. A new character is white. Clicking a player your stance allows attacks them; anybody else is followed, and you are told why. Whatever your stance, a blow only ever lands on a person you clicked. Chain lightning and fire nova keep to it: they strike the people it allows, and refuse to go off at all, costing nothing, if they would strike anybody it does not. Only red ever locks you for attacking. Nobody may attack a player under half their level unless that player wears a skull, whatever the stance, red included: a click follows them, no blow is swung at them, and the spells refuse while one is in their way ChaseWhether picking a fight walks you after it. On — the way it has always been — a click starts you after the thing you picked. On, a click on the ground lets the target go, and a pick in the middle of a walk drops the walk for the chase. Off, what you pick is fought from where you stand: hit whenever it comes into reach, shot at if you have a bow, and never followed, which is what you want holding a gate or shooting across open ground, and a walk you click keeps it picked. It is remembered with your character, and it takes hold of the fight in front of you the moment you press it. Following a player is not governed by it, following being nothing but the walking Tab / Next targetTarget the next monster, nearest first; never a player, which is Next player’s job. Landing on the one you already have counts as picking it again. The button is there for touch screens, which have no Tab Shift+Tab / Next playerThe same, but only players, passing over every monster: first those your stance lets you fight, nearest first, who are attacked, then everybody else, nearest first, who is followed. With nobody in sight it says so Esc / StopDrop the target and stop attacking, chasing, following, and any walk in progress. A step of your own only pauses a chase, a click on the ground with chase on lets the target go, and a followed player is dropped by either Drag the worldHold the left button down and move, or on a touch screen drag one finger, and the ground comes with you: the view goes off your character and stays where you left it until you take a step. It cannot be dragged past the edge of the map, and Reset view puts it back at once for somebody standing still. A press that travels this way is a drag and nothing else — it does not walk, pick up or attack — which is why the left button now acts when it is let go rather than when it goes down Click groundWalk there — to that tile on the floor you are standing on, and nowhere else. The way there may go through a hole or a ladder if that is the only road, but it ends on the tile you clicked, and if there is no way to it you are told so and do not move; it never takes you to the same tile on the floor above or below. Click or tap a stair, hole or ladder to go through it, even down or up to a floor you have never seen. A tile with something lying on it within reach — under you or next to you — is picked up instead, which is looting as you walk past; further off it is ground like any other and the left button walks to it, with the right button for fetching it from there. A quest chest is the exception: click a chest from any distance and you walk up to it and open it when you arrive, as a click on one of t
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