Is the point pool on the character creation screen hardcoded?
For example, I want a pool of 170 points to be distributed between the 3 skills (same for attributes) with a maximum of 70.
For example, a starting PC can have a tactics of 70, swords and archery of 50, or 70 -70- 30....
Currently, skill gain is too slow to get playable on a small Lan server with my friends who don't have hundreds of spare hours. While I don't mind the slow skill gain (it gives PCs something to look forward too), I'd like to be able to start them at a level where they can do some beginning adventuring.
Thanks
Starting Character changes possible?
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giwo
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Yes, all of the client login screens are hardcoded, unfortunately. You'd have to hack the client to change that screen.
As for skill gain, I believe if you go to UOXDirectory/dfndata/skills/skills.dfn you can change the gain rate of using a given skill. Unfortunately I don't recall precisely how to do so (at least not from my desk at work) but Xuri may be able to help you there.
As for skill gain, I believe if you go to UOXDirectory/dfndata/skills/skills.dfn you can change the gain rate of using a given skill. Unfortunately I don't recall precisely how to do so (at least not from my desk at work) but Xuri may be able to help you there.
Scott
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In UOX3\dfndata\skills\skills.dfn, there's one [SKILL #] section for each skill in the game, and each section contains a list of SKILLPOINT=# values from 0 to 1000 (100.0).
Each of those lines follows this setup:
SKILLPOINT=<current skill> <% of gain on skill-success> <% of gain on skill-failure>
So where you have for instance SKILLPOINT=0 70 50, you have a 70% chance of gaining skill if you're successful in your skillchecks at skill-levels above 0 (up until the next SKILLPOINT entry, which would be 100 - or 10.0), and 50% chance of gaining on failure.
Likewise, for SKILLPOINT=990 5 0, you have a 5% chance of gaining skill on success, and no chance of gaining on failure, when your skillpoints are above 99.0 and up to the next SKILLPOINT entry, which by default is 1000 - or 100.0.
I can't recall how exactly the STR, DEX and INT values defined in skills.dfn for each skill affect things, but they have to do with stat gain for each skill. Experiment with the numbers if you find that statgain for your skills are insatisfactory
Each of those lines follows this setup:
SKILLPOINT=<current skill> <% of gain on skill-success> <% of gain on skill-failure>
So where you have for instance SKILLPOINT=0 70 50, you have a 70% chance of gaining skill if you're successful in your skillchecks at skill-levels above 0 (up until the next SKILLPOINT entry, which would be 100 - or 10.0), and 50% chance of gaining on failure.
Likewise, for SKILLPOINT=990 5 0, you have a 5% chance of gaining skill on success, and no chance of gaining on failure, when your skillpoints are above 99.0 and up to the next SKILLPOINT entry, which by default is 1000 - or 100.0.
I can't recall how exactly the STR, DEX and INT values defined in skills.dfn for each skill affect things, but they have to do with stat gain for each skill. Experiment with the numbers if you find that statgain for your skills are insatisfactory
-= Ho Eyo He Hum =-