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miss - Printable Version

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+--- Forum: General Help (/Forum-General-Help)
+--- Thread: miss (/Thread-miss)

Pages: 1 2 3


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
actdiff=<eval <<serv.skill.<action>.key>> +1> //fails
actdiff=<eval {0 <<serv.skill.<action>.key>>}> //chance of fail from 0 to value of skill
actdiff=0 //always succeed



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