miss - Printable Version +- SphereCommunity (https://forum.spherecommunity.net) +-- Forum: Sphere 0.56d (/Forum-Sphere-0-56d) +--- Forum: General Help (/Forum-General-Help) +--- Thread: miss (/Thread-miss) |
RE: miss - Skul - 09-11-2012 05:31 PM If ACTDIFF is greater than your <SKILL> then it will fail, here's an example: Code: on=@hittry RE: miss - Art - 09-13-2012 05:56 PM Yes, but i need to make hits without any fails (miss). I did actdiff=0 as saying info, but then skill doesn't grow. RE: miss - Skul - 09-13-2012 07:33 PM If skill doesn't gain, try triggering the gain using: Code: skillgain=<serv.skill.<action>.key> <<serv.skill.<action>.key>> RE: miss - Art - 09-14-2012 04:51 AM Thanks, but is it should be skill key in second argument too? Or you typed mistake? RE: miss - Skul - 09-14-2012 10:38 AM Code: skillgain=<skill name> <skill level> RE: miss - Art - 09-23-2012 07:59 AM Skill level does mean skill percent? For example, hiding is 50.0%, i'm trying 'skillgain hiding,50.0', but skill grow every attempt. Should i divide it by 10 like 'skillgain hiding,50' ? Then skill grow sometimes, but is it correct chances of growing like in default? RE: miss - RanXerox - 09-23-2012 08:21 AM According to the wiki, the difficulty should be 0 to 100... RE: miss - Art - 09-23-2012 08:29 AM So Code: skillgain hiding,<eval <hiding> / 10> is right to set grow chances like as default? RE: miss - Skul - 09-23-2012 08:29 AM Well, skillgain is strange, it does not accept a decimal value, so skillgain=archery 50 would be skillgain at 50.0% archery. Value is from 0-100, I'm not sure if that considers anything about the player's skillclass though, maybe it is from 0 - (<skillclass.<action>> / 10)? RE: miss - Art - 09-23-2012 09:11 AM Maybe exist other correct way where we will be sure about re-written system where skill grow will have same chances as default for rates=2.5 50.0 200.0 or 2.5 100.0 300.0 |