From skills.dfn
STR=75
DEX=25
INT=0
SKILLPOINT=0 70 50
SKILLPOINT=100 60 30
I kind of understand, but not really. I don't know what the str and dex are for. As for the skillpoint= the first number is what your skill is, and the other two are?
skills.dfn
- Xuri
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I'm not entirely sure what STR and DEX are for myself 
But the rest is fairly simple:
SKILLPOINT=0 70 50 (From 0 to 9.9 skillpoints and up you have a 70% chance of gaining 0.1 skill on successful skillusage, and 50% chance to gain on failure.)
SKILLPOINT=100 60 30 (From 10.0 skillpoints and up you have a 60% chance of gaining 0.1 skill on successful skillusage, and 30% chance to gain on failure.)
The 0.1 gain is hardcoded, and currently it's not possible to gain more than 0.1 skillpoint per time you gain in a skill, no matter how low your skill is. Though this can be remedied through JavaScripts, by having a script which aritficially increases your skillgain. Some pseudo-code:
But the rest is fairly simple:
SKILLPOINT=0 70 50 (From 0 to 9.9 skillpoints and up you have a 70% chance of gaining 0.1 skill on successful skillusage, and 50% chance to gain on failure.)
SKILLPOINT=100 60 30 (From 10.0 skillpoints and up you have a 60% chance of gaining 0.1 skill on successful skillusage, and 30% chance to gain on failure.)
The 0.1 gain is hardcoded, and currently it's not possible to gain more than 0.1 skillpoint per time you gain in a skill, no matter how low your skill is. Though this can be remedied through JavaScripts, by having a script which aritficially increases your skillgain. Some pseudo-code:
Code: Select all
function onSkillGain( pUser, skill )
{
If( skillvalue is between 0 and 19.9 )
skillvalue = skillvalue + 0.3;
If( skillvalue is between 20.0 and 39.9 )
skillvalue = skillvalue + 0.2;
If( skillvalue is between 40 and 49.9 )
skillvalue = skillvalue + 0.1;
}
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giwo
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I could be wrong, but I believe that the STR, DEX, and INT part of skills.dfn specify what percentage chance of 100 that skill has to raising a stat.
IE if you had lumberjacking at 100 STR, 0 INT, 0 DEX then it would ONLY raise STR, if you had it at 75 STR, 0 INT, 25 DEX, it would raise Strength 75% of the time, and Dex 25% of the time (when it raises a stat).
IE if you had lumberjacking at 100 STR, 0 INT, 0 DEX then it would ONLY raise STR, if you had it at 75 STR, 0 INT, 25 DEX, it would raise Strength 75% of the time, and Dex 25% of the time (when it raises a stat).
Scott
- Xuri
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Would be interesting to know for certain
(wink) There's a lot of different theories out there
I have some of my own as well heh. And here's one from an old document I had lying around - probably no longer valid:
When you use the mining skill, you have a 200 out of 250 chance to gain 3 strength2.
(See the STR value for mining and see SKILLPOINT 50 for strength)
Everytime you get to 100 strength2, you gain one strength (the normal kind of strength).
So after you mine about 33 times at this skill level, you will gain 1 strength.
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giwo
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Well, having had a brief look at it, I certainly don't see any type of tallying of substats done (the strength2 bit).
It seems to me that it's a calculation done based first of all on what your skill level lies at, whether you succeeded or failed, and how much skill that brings back to you (based on the skill.dfn entry) and then for each stat you have the modifier which decides how likely it is with each gain of a skill you will gain some stat.
As I noted in my previous post, the higher the number the more beneficially using that skill will affect that stat. Each stat value can have an entry up to 65535, though 100 would likely be a wiser cap to keep it at (up to the shard admin discresion).
There is some (likely overly) complex math done involving races, advancement levels, and those stat modifiers, which is why I am not 100% certain on how it functions (with more time I could get a full outline of how it functions). But it seems to work well enough as-is, thus I don't see the need to tool with it just yet.
It seems to me that it's a calculation done based first of all on what your skill level lies at, whether you succeeded or failed, and how much skill that brings back to you (based on the skill.dfn entry) and then for each stat you have the modifier which decides how likely it is with each gain of a skill you will gain some stat.
As I noted in my previous post, the higher the number the more beneficially using that skill will affect that stat. Each stat value can have an entry up to 65535, though 100 would likely be a wiser cap to keep it at (up to the shard admin discresion).
There is some (likely overly) complex math done involving races, advancement levels, and those stat modifiers, which is why I am not 100% certain on how it functions (with more time I could get a full outline of how it functions). But it seems to work well enough as-is, thus I don't see the need to tool with it just yet.
Scott