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Difference between revisions of "User:Fleeting Whisper/Help Menu"

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This is a working copy for a modified [[Help (Slash Command)|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.
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This is a working copy for a modified [[The Players' Guide to the Cities/User Interface/Help Window|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.
 
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.
  
== CoH Help (help.txt) ==
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This are all sub-pages of my userpage. Please, if you're interested, help me to create a better help menu for the game. I can't do it alone.
=== Combat ===
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==== Assist ====
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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.
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==== Auto-Attacks ====
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=== [[User:Fleeting Whisper/Help Menu/Combat|Combat]] ===
A player may set a single power to auto-attack by hitting the {{color|pink|Control}} key while left clicking on the power's icon in the {{color|blueviolet|Power Tray}}. The power will always activate as soon as it is recharged, provided that the player has enough {{color|turquoise|Endurance}} and that there is a legal target.
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=== [[User:Fleeting Whisper/Help Menu/Bases|Bases]] ===
 
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=== [[User:Fleeting Whisper/Help Menu/Contacts|Contacts]] ===
==== Conning Colors ====
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=== [[User:Fleeting Whisper/Help Menu/Nav|Nav]] ===
Whenever a player clicks on or mouses over a target, the target's name appears above its head and in the {{color|blueviolet|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.'
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=== [[User:Fleeting Whisper/Help Menu/Powers|Powers]] ===
 
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=== [[User:Fleeting Whisper/Help Menu/Masterminds|Masterminds]] ===
{|cellspacing="4"
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''Villain help only''
|-
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=== [[User:Fleeting Whisper/Help Menu/Rewards|Rewards]] ===
|{{color|Gray|Grey}}
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=== [[User:Fleeting Whisper/Help Menu/Social|Social]] ===
|3 or more levels below hero
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=== [[User:Fleeting Whisper/Help Menu/User|User]] ===
|-
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=== [[User:Fleeting Whisper/Help Menu/Arena|Arena]] ===
|{{color|Green|Green}}
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=== [[User:Fleeting Whisper/Help Menu/PvP|PvP]] ===
|2 levels below the hero
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=== [[User:Fleeting Whisper/Help Menu/Invention System|Invention System]] ===
|-
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=== [[User:Fleeting Whisper/Help Menu/Flashback System|Flashback System]] ===
|{{color|Blue|Blue}}
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=== [[User:Fleeting Whisper/Help Menu/Day Jobs|Day Jobs]] ===
|1 level below the hero
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=== [[User:Fleeting Whisper/Help Menu/Merit Rewards|Merit Rewards]] ===
|-
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=== [[User:Fleeting Whisper/Help Menu/Architect - Creating Stories|Architect - Creating Stories]] ===
|{{color|White|White}}
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=== [[User:Fleeting Whisper/Help Menu/Architect - Playing Stories|Architect - Playing Stories]] ===
|same level as the hero
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=== [[User:Fleeting Whisper/Help Menu/Architect - Mission Goals|Architect - Mission Goals]] ===
|-
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=== [[User:Fleeting Whisper/Help Menu/Architect - Custom Characters|Architect - Custom Characters]] ===
|{{color|Yellow|Yellow}}
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=== [[User:Fleeting Whisper/Help Menu/Architect - Tips|Architect - Tips]] ===
|1 level above the hero
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|-
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|{{color|Orange|Orange}}
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|2 levels above the hero
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|-
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|{{color|Red|Red}}
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|3 levels above the hero
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|-
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|{{color|Purple|Purple}}
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|4 or more levels above the hero
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|}
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A villain's {{color|turquoise|Rank}} also affects its conning colors. A {{color|turquoise|Lieutenant}} adds a single level to his conning color. A {{color|turquoise|Boss}} adds two levels. {{color|turquoise|Arch Villains}} and {{color|turquoise|Monsters}} con three levels higher than their actual level.
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==== Damage ====
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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.
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<br>'''{{color|yellow|Over the heads of others:}}'''
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<br>{{color|orangered|Red/orange}} damage done by the player
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<br>{{color|green|Green}} healing done by the player
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<br>{{color|gray|Gray}} damage/healing others did to them
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<br>'''{{color|yellow|Over the player's hero:}}'''
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<br>{{color|red|Red}} damage
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<br>{{color|green|Green}} healing
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==== Damage Types ====
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There are eight different damage types: {{color|turquoise|Smashing}}, {{color|turquoise|Lethal}}, {{color|turquoise|Fire}}, {{color|turquoise|Cold}}, {{color|turquoise|Energy}}, {{color|turquoise|Negative Energy}}, {{color|turquoise|Toxic}}, and {{color|turquoise|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.
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==== Defense ====
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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:
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{{color|turquoise|Smashing}}
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<br>{{color|turquoise|Lethal}}
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<br>{{color|turquoise|Energy}}
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<br>{{color|turquoise|Negative Energy}}
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<br>{{color|turquoise|Fire}}
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<br>{{color|turquoise|Cold}}
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<br>{{color|turquoise|Psionic}}
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<br>{{color|turquoise|Melee}}
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<br>{{color|turquoise|Ranged}}
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<br>{{color|turquoise|Area of Effect}}
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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.
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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.
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==== Defeat ====
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Whenever a player reaches 0 {{color|turquoise|Hit Points}}, he is {{color|turquoise|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 {{color|turquoise|Chat}} and even {{color|turquoise|Trade}}. He will not be able to use {{color|turquoise|Powers}} and {{color|turquoise|Inspirations}}, except those that are specified as usable after defeat.
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If a player chooses to be transported to a hospital, he will be taken to the hospital in the last {{color|turquoise|City Zone}} he visited.
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As a penalty for {{color|turquoise|Defeat}}, the player incurs {{color|turquoise|Experience Debt}}. While this debt remains, he must spend half his earned {{color|turquoise|Experience}} paying it off. The rest of his {{color|turquoise|Experience}} accumulates normally. A player's debt will never exceed half the {{color|turquoise|Experience Points}} required for his next {{color|turquoise|Security Level}}.
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==== Endurance ====
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{{color|turquoise|Endurance}} is the energy a player uses to activate powers. A player has 100 {{color|turquoise|Endurance points}}. Unlike {{color|turquoise|Hit Points}}, this amount doesn't increase with {{color|turquoise|Security Level}} or differ by {{color|turquoise|Archetype}}. Players recover Endurance}} at a constant rate, even during combat.
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<br>A player can monitor his {{color|turquoise|Endurance}} in his {{color|blueviolet|Status Window}}.
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==== Hit Points ====
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{{color|turquoise|Hit Points}} are a measure of how tough a player is - how much damage they can take before {{color|turquoise|Defeat}}. At each {{color|turquoise|Security Level}}, a player gains more {{color|turquoise|Hit Points}}. The number he gains is determined by his {{color|turquoise|Archetype}}.
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<br>A player can monitor his {{color|turquoise|Hit Points}} in his {{color|blueviolet|Status Window}}.
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==== Security Level ====
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The overall power of a hero or villain is measured by his {{color|turquoise|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.
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==== Target Window ====
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Whenever a player {{color|pink|left clicks}} on a villain or another hero, information appears in the {{color|blueviolet|Target Window}}.
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A targeted villain's name will appear at the top of the window. Directly underneath is his Villain Group. The villain's {{color|turquoise|Endurance}} and {{color|turquoise|Hit Points}} are represented by two bars. To their left is the villain's level. To their right is the villain's {{color|turquoise|Rank}}.
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If the target is a hero, similar information is displayed. Instead of a {{color|turquoise|Villain Group}}, the player's {{color|turquoise|Supergroup}} (if any) appears beneath his name. Instead of a {{color|turquoise|Rank}}, the player's {{color|turquoise|Origin}} and {{color|turquoise|Archetype}} are provided.
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The {{color|blueviolet|Target Window}} also includes an {{color|blueviolet|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 {{color|blueviolet|Action Menu}} by {{color|pink|right clicking}} on a target.
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==== Villain Rank ====
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Villains are divided into a number of {{color|turquoise|Ranks}}. Each {{color|turquoise|Rank}} differs in power. The {{color|turquoise|Ranks}} are as follows:
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{{color|turquoise|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.
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{{color|turquoise|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.
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{{color|turquoise|Lieutenant}} – A Lieutenant is almost powerful enough to challenge a single hero, though he usually needs some minions alongside him.
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{{color|turquoise|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.
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{{color|turquoise|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.
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{{color|turquoise|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.
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==== Queue attacks ====
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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.
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=== Bases ===
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==== Who Can Edit? ====
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{{color|red|You need to own City of Villains to use the Base Editing Features}}
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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.
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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.
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==== Upgrade Plot ====
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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.
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{{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.
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==== Add Personal Item ====
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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.
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==== Edit Base ====
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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.
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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.
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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.
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==== Energy and Control ====
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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.
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==== Creating Rooms ====
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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.
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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.
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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.
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{{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.
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==== Pick Style ====
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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.
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==== Place Item ====
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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:
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Main: These items provide the base functionality for your base. They include generators, ley taps, mainframes, teleporters, resurrection circles, and more.
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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.}}
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Decorative: Decorative items do not count toward item limits and are included to let you create your base concept.
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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.
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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.
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==== Current Room ====
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This displays all items in the selected room.
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==== Building Items ====
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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.
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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.
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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.
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Items you build cannot be transferred from one base to another. You must place them in the base where they were built
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=== Contacts ===
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==== Contact Box ====
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A player can view his current {{color|turquoise|Contacts}} by clicking on the {{color|blueviolet|Contacts Button}} in the {{color|blueviolet|Compass}}. Each {{color|turquoise|Contact's}} picture appears in a box, along with his name and {{color|turquoise|Relationship}} to the player. If the player is currently doing a {{color|turquoise|Task}} for the {{color|turquoise|Contact}}, or has recently completed one, this information also appears in the {{color|blueviolet|Contact's box}}. If a player has reached the {{color|turquoise|Friend}} Relationship with a {{color|turquoise|Contact}}, a {{color|blueviolet|Call Button}} appears on the right hand side of the box (see {{color|yellow|Relationship Status}}).
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==== Relationship Status ====
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As a hero completes {{color|turquoise|Tasks}} for a {{color|turquoise|Contact}}, his relationship with the {{color|turquoise|Contact}} grows (see {{color|yellow|Tasks}}). A bar in the {{color|blueviolet|Contact box }}measures the status of this {{color|turquoise|Relationship}}. The five stages are as follows:
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{{color|turquoise|Acquaintance}} - The hero and the Contact have just met. The hero can request Tasks from the Contact. If the Contact has a store, it may contain a few items.
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{{color|turquoise|Colleague}} - The hero and the Contact have developed a mutual respect. The hero can request Tasks from the Contact. If the Contact has a store, it contains more items or is opened to the player for the first time. The hero is introduced to one or more Contacts of the same level as his current Contact.
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{{color|turquoise|Friend}} - The hero and the Contact are good friends. The hero can request Tasks from the Contact. If the Contact has a store, all items are available to hero. The hero can call the Contact (see Call Button).
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{{color|turquoise|Confidant}} - The hero and the Contact are in a true mentor-student relationship. The Contact will introduce the hero to a higher level Contact.
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==== Call Button ====
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Once a player has reached the {{color|turquoise|Friend Relationship}}, he no longer needs to travel to the {{color|turquoise|Contact}} in order to interact (see {{color|yellow|Relationship Status}}). He can simply press the {{color|blueviolet|Call Button}} in the {{color|blueviolet|Contact box}}. A player can notify a Contact of a completed {{color|turquoise|Task}} or receive a new one (see {{color|yellow|Tasks}}). However, a player must travel to the {{color|turquoise|Contact}} in order to access the {{color|turquoise|Contact's}} store (see {{color|yellow|Store}}).
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==== Clues ====
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{{color|turquoise|Clues}} are items that a player gains through the course of his adventures. A player receives an on-screen message whenever he finds a {{color|turquoise|Clue}}. He can read the {{color|turquoise|Clue}} details by clicking the {{color|blueviolet|Clues Button}} on his {{color|blueviolet|Compass}}.
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{{color|turquoise|Clues}} frequently indicate that the player is in the midst of a longer adventure, called a {{color|turquoise|Story Arc}}. When analyzed by a {{color|turquoise|Contact}} or another NPC, {{color|turquoise|clues}} often tell the hero what to do next.
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When a player has completed a {{color|turquoise|Mission}} or {{color|turquoise|Story Arc}}, a {{color|turquoise|clue}} sometimes turns into a {{color|turquoise|souvenir}}. These serve as mementos of the hero's sagas. A player can examine them by clicking on the {{color|blueviolet|Souvenir Tab}} in the {{color|blueviolet|Clues Window}}.
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==== Completed Tasks ====
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When a hero has completed a {{color|turquoise|Task}} for a {{color|turquoise|Contact}}, a message appears in the {{color|blueviolet|Compass}} telling him what to do next. After {{color|turquoise|Errands}}, {{color|turquoise|Patrols}}, and {{color|turquoise|Defeat Tasks}}, the hero is asked to return to his {{color|turquoise|Contact}}. After a player completes a {{color|turquoise|Mission}}, the {{color|blueviolet|Compass}} says 'Mission Complete.' The player can click on these words to exit the Mission Map immediately. Then the {{color|blueviolet|Compass}} will tell him to return to his {{color|turquoise|Contact}}.The status of a {{color|turquoise|Task}} also appears in each {{color|blueviolet|Contact's box}} (see {{color|yellow|Contact Box}}).
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==== Defeat Tasks ====
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{{color|turquoise|Defeat Tasks}} ask heroes to defeat a number of members from a particular {{color|turquoise|Villain Group}}. Sometimes the {{color|turquoise|Task}} specifies the {{color|turquoise|Zone}} in which the player must do this. If the location is not specified, the player can defeat these foes anywhere - including a Mission Map - and work towards fulfilling the {{color|turquoise|Defeat}} quota. A foe must be of the appropriate {{color|turqoise|Villain Group}} in order to count toward the {{color|turquoise|Defeat}} quota; the {{color|turquoise|Villain Group}} appears directly under the villain's name in the {{color|blueviolet|Target Window}}.
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==== Introductions ====
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A player must be introduced to a {{color|turquoise|Contact}} before he can interact with the {{color|turquoise|Contact}} in any way. Initially, a player is assigned a {{color|turquoise|Contact}} in either City Hall or the Freedom Corps Headquarters. Once a hero achieves {{color|turquoise|Colleague}} status with this initial {{color|turquoise|Contact}}, he is given a choice of two new {{color|turquoise|Contacts}}. This same process repeats whenever a player reaches Colleague or {{color|turquoise|Confidant}} status with a {{color|turquoise|Contact}}.
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==== Patrols ====
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On {{color|turquoise|Patrols}}, a hero must go to a zone and check in at a number of call boxes, by touching them. This lets the Paragon City authorities know the status of that area. The call boxes look like this:
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<br>[[Image:Help Patrolbox.png]]
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==== Store ====
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{{color|turquoise|Contacts}} can sell heroes {{color|turquoise|Inspirations}} and {{color|turquoise|Enhancements}}.  A player must spend {{color|turquoise|Influence}} to obtain these items from {{color|turquoise|Contacts}}. A {{color|turquoise|Contact}} will only provide these items to heroes who have been introduced to him. Higher level {{color|turquoise|Contacts}} usually offer extremely valuable items at the higher {{color|turquoise|Relationship Levels}}.
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==== Tasks ====
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There are four basic types of Tasks: {{color|turquoise|Missions}}, {{color|turquoise|Defeat Tasks}}, {{color|turquoise|Patrols}}, and {{color|turquoise|Errands}}.
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A {{color|turquoise|Mission}} is an instanced map that only the hero and his teammates can enter.
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A {{color|turquoise|Defeat Task}} requires the hero to defeat a certain number of villains from a {{color|turquoise|Villain Group}} (See {{color|yellow|Defeat Tasks}}).
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{{color|turquoise|Patrols}} require the hero to go to a certain zone and check in at a number of call boxes (See {{color|yellow|Patrols}}).
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Lastly, there are {{color|turquoise|Errands}}. These typically ask that a hero go to another {{color|turquoise|Contact}} or NPC for information or a delivery.
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Successful completion of {{color|turquoise|Tasks}} adds to the {{color|turquoise|Relationship Status}} of a {{color|turquoise|Contact}} (see {{color|yellow|Relationship Status}}).
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==== Team Tasks ====
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When a hero teams up with other heroes, it's up to the team leader to set the {{color|turquoise|Task}} for the entire group. The team leader can view the current Tasks of all team members by clicking the {{color|blueviolet|Mission Button}} on the bottom of the {{color|blueviolet|Compass}}. The leader has two tabs to view: his own missions ({{color|blueviolet|Player}}) or the team's missions ({{color|blueviolet|Team}}). To select a team Task, the leader clicks on the task, then clicks the {{color|blueviolet|Select Task Button}} at the bottom of the {{color|blueviolet|Mission Window}}. The entire team is now on this {{color|turquoise|Task}}. This is the ONLY way for players to go into another player's Mission Map.
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{{color|turquoise|Defeat Tasks}} are handled differently. The quota for {{color|turquoise|Defeat Tasks}} goes down whenever the team defeats the appropriate villains, even if the {{color|turquoise|Defeat Task}} is not currently selected (See {{color|yellow|Defeat Tasks}}).
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=== Nav ===
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=== Powers ===
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=== Rewards ===
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=== Social ===
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=== User ===
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=== Arena ===
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=== PvP ===
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=== Invention System ===
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=== Flashback System ===
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=== Day Jobs ===
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=== Merit Rewards ===
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=== Architect - Creating Stories ===
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=== Architect - Playing Stories ===
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=== Architect - Mission Goals ===
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=== Architect - Custom Characters ===
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=== Architect - Tips ===
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== CoV Help (v_help.txt) ==
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=== Combat ===
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=== Bases ===
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=== Contacts ===
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=== Nav ===
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=== Powers ===
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=== Masterminds ===
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=== Rewards ===
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=== Social ===
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=== User ===
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=== Arena ===
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''See [[User:Fleeting Whisper/Help Menu#Arena|CoH Help > Arena]]''
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=== PvP ===
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=== Invention System ===
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=== Flashback System ===
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=== Day Jobs ===
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=== Merit Rewards ===
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''See [[User:Fleeting Whisper/Help Menu#Merit Rewards|CoH Help > Merit Rewards]]''
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=== Architect - Creating Stories ===
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''See [[User:Fleeting Whisper/Help Menu#Architect - Creating Stories|CoH Help > Architect - Creating Stories]]''
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=== Architect - Playing Stories ===
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''See [[User:Fleeting Whisper/Help Menu#Architect - Playing Stories|CoH Help > Architect - Playing Stories]]''
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=== Architect - Mission Goals ===
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''See [[User:Fleeting Whisper/Help Menu#Architect - Mission Goals|CoH Help > Architect - Mission Goals]]''
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=== Architect - Custom Characters ===
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''See [[User:Fleeting Whisper/Help Menu#Architect - Custom Characters|CoH Help > Architect - Custom Characters]]''
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=== Architect - Tips ===
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''See [[User:Fleeting Whisper/Help Menu#Architect - Tips|CoH Help > Architect - Tips]]''
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Latest revision as of 17:00, 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.

This are all sub-pages of my userpage. Please, if you're interested, help me to create a better help menu for the game. I can't do it alone.

Combat

Bases

Contacts

Nav

Powers

Masterminds

Villain help only

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