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Easy skill gain and exaggerated stats gain
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AmpereJoule
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Post: #1
Easy skill gain and exaggerated stats gain
Hello!


1) About "Easy skill gain":
I want to make it a easy shard. One action = 0.1 of the skill used.

-------------x------------

2) About "exaggerated stats gain":

2.1) What I want:
I want that the players can get to 800 str, dex or int training/using any skill.
Being the STATSCAP = 800, they will never get 800 of each, but, if the player wants to, he will be able to have 780 of one and 10 of the others.


2.2) What I've already done:
I've already put "STR=800 INT=800 DEX=800" and "STATSUM=800" in "sphere_skills.scp".
And I also put "STAT_STR=800 STAT_INT=800 STAT_DEX=800" in each script of each skill. (Ex: "sphere_skill_alchemy.scp", "sphere_skill_anatomy.scp")


2.3) What I still need to do:
I want it easy, easy stat gain with each skill. And I also would like that even if the player gets 100.0 of the skill, he could still growing/changing stats!


Respectfully,
AmpereJoule
05-02-2015 01:36 AM
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darksun84
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Post: #2
RE: Easy skill gain and exaggerated stats gain
For the skill advancement just change the ADV_RATE of each skill to:

ADV_RATE=1.0,1.0,1.0
05-02-2015 02:39 AM
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XuN
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Post: #3
RE: Easy skill gain and exaggerated stats gain
This is how statgain works, I will use str as example however all 3 stats are checked after @SkillGain (even if there is no skillgain):

local.stat=<str>
local.cap=<serv.skill.<action>.bonus_str> //gets max bonus_stat from the succeeding skill.

local.difficulty = <muldiv <local.stat>,1000,<local.cap>>

local.chance =<eval 100000 / <f_Value_GetLinear <local.difficulty>,<local.cap>,<serv.skill.<action>.values>> > // f_Value_GetLinear function is inside sphere_combat, it get's the actual 'point' in which you really are in the ADV_RATE or VALUES, so if you have ADV_RATE=1.0,50.0,90,0 and your skill is at 99.0 you'll get as return something close to 88.7~.
if (<local.chance < 1 )
return 0
endif

local.roll=<r1000>

local.decrease=<stat_decrease> //just internal function checking if any stat must decrease, ex: passed the cap of stat, of total stats, etc. and automatically decrease that stat, its also returns 1 if the stat gain is allowed to happen regardless of the stat's decrease.
if (<local.roll> <= <local.chance> && <local.decrease>)
gained your stat point!
endif


EDIT: Forgot the most important for you: change your BONUS_STATS to 100, this should make you have more gains.
(This post was last modified: 05-02-2015 06:39 PM by XuN.)
05-02-2015 06:37 PM
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AmpereJoule
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Post: #4
RE: Easy skill gain and exaggerated stats gain
(05-02-2015 06:37 PM)XuN Wrote:  This is how statgain works, I will use str as example however all 3 stats are checked after @SkillGain (even if there is no skillgain):

local.stat=<str>
local.cap=<serv.skill.<action>.bonus_str> //gets max bonus_stat from the succeeding skill.

local.difficulty = <muldiv <local.stat>,1000,<local.cap>>

local.chance =<eval 100000 / <f_Value_GetLinear <local.difficulty>,<local.cap>,<serv.skill.<action>.values>> > // f_Value_GetLinear function is inside sphere_combat, it get's the actual 'point' in which you really are in the ADV_RATE or VALUES, so if you have ADV_RATE=1.0,50.0,90,0 and your skill is at 99.0 you'll get as return something close to 88.7~.
if (<local.chance < 1 )
return 0
endif

local.roll=<r1000>

local.decrease=<stat_decrease> //just internal function checking if any stat must decrease, ex: passed the cap of stat, of total stats, etc. and automatically decrease that stat, its also returns 1 if the stat gain is allowed to happen regardless of the stat's decrease.
if (<local.roll> <= <local.chance> && <local.decrease>)
gained your stat point!
endif


EDIT: Forgot the most important for you: change your BONUS_STATS to 100, this should make you have more gains.


Thank you Xun and Darksun84.

So, can I say that:
"ADV_RATE=1.0,1.0,1.0" in each sphere_skill_*nameOfSkill*.scp will make the players grow/change stats easy and even if the skill is 100.0 ??




------------x---------- (what is writen below may be unecessary)
To Xun:

Thank you Xun, but I thought the most important was "local.chance" and learning about ADV_RATE and VALUES.

What I understood was: If i put ADV_RATE as "Darksun84" said (ADV_RATE=1.0,1.0,1.0) the player will gain stats even if he gets 100.0 of the skill he is using.

Is my tought right? Will it work?

(Notice that I did not use VALUES anywhere)
05-02-2015 11:14 PM
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XuN
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Post: #5
RE: Easy skill gain and exaggerated stats gain
Stats works with ADV_RATE too, typoed that, however ADV_RATE=0.1,0.1,0.1 is even better than 1.0 Smile.
05-03-2015 04:22 AM
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AmpereJoule
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Post: #6
RE: Easy skill gain and exaggerated stats gain
(05-03-2015 04:22 AM)XuN Wrote:  Stats works with ADV_RATE too, typoed that, however ADV_RATE=0.1,0.1,0.1 is even better than 1.0 Smile.

it did work to skill gain, but not to stat gain Sick
05-06-2015 10:28 PM
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XuN
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Post: #7
RE: Easy skill gain and exaggerated stats gain
(05-02-2015 06:37 PM)XuN Wrote:  EDIT: Forgot the most important for you: change your BONUS_STATS to 100, this should make you have more gains.

Setting it to 1000 will increase a 10% more the gain, try values there until you find a value satisfaying you.
05-07-2015 04:32 PM
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