# stat_sklattrib !!******************** Warning! ******************** !!The code in this location is both complex and very fundamental to most systems! !!Use EXTREME caution if modifying! !!Ask if understanding is required !!**************************************************** !!For Users; !! For any Attribute or Skill, outside of "stat_sklattrib", the only things that get used are; !! the variables themselves, pcs_"name", for checks !! "name"_exp to replace straight adds (but the proper way to add exp is to use the gs 'exp_gain', '"name"' since that will modify the gain for the player charcters conditions, i.e. gs 'exp_gain', 'stren',1 instead of stren_exp += 1.) !! "name"_deg to replace losses (i.e. stren_deg -= 1 instead of pcs_stren -= 1) !! "name"_muta if setting higher attribute limits due to "mutations" ("name"_muta replaces the "mutagen" variables) !! And checking "name"_lvl if and only if it''s being used to check if an NPC/Item can still train the PC. That is also the only time there should be a gate on "name"_exp += x and should be a minimum of += rand(3,5). No other gates should be used. !! The others are used in the code as controllers and modifying anything except "name"_exp, "name"_deg, and "name"_muta outside of this routine can break things !! Attributes & Skills !! $att_name[x] and $skl_name[x]; an array that stores the name of each attribute variable !! For each attribute and skill variable, there are the following sub-variables !! _lvl, is the base level of an attribute/skill before adjustment !! _lvlst, level yesterday, used for error checking !! _deg is the days to attribute/skill loss and is reset on XP gain !! _exp is the amount of total XP gained so far for each and will replace all the gains in the rest of the code !! _mem is the amount of XP yesterday !! _muta replaces the assorted mutagen variables for attributes, this is to replace the 30 lines of code with 1 !! _flr, this is the floor through which an attribute/skill cannot fall !! _xpnxt is the XP required to reach the next level !! Traits !! $traitattskl[x], this stores a list of all traits that can affect attribute or skill advancement or degradation, if a trait does not, it does not go in this array !! For each trait that can affect attribute or skill advancement or degradation; !! "trait"[y1] = 1 if affecting an attribute or = 2 if affecting a skill; !! "trait"[y2] = the index number in $att_name or $skl_name that corresponds to the skill/attribute to be effected; !! "trait"[y3] = indicates if it effects XP required to level by adjusting the base rate as a plus to the default of 60 !! "trait"[y4] = indicates if it effects degradation rate by adjusting the base rate as a plus to the default of 60 for attributes or 90 (3/2) for skills !! the 'y' in the above is for traits that affect more than 1 skill or attribute, note they must be contiguous 0x, 1x, 2x, etc. there can be no gaps !! Note, the effects of multiple traits on a single skill or attribute stack !!Attribute variable list $att_name[0] = 'stren' $att_name[1] = 'agil' $att_name[2] = 'vital' $att_name[3] = 'intel' $att_name[4] = 'react' $att_name[5] = 'sprt' $att_name[6] = 'chrsm' $att_name[7] = 'prcptn' $att_name[8] = 'magik' !! The following two are hidden attributes. The first for exceptional strength that can be trained separately to develop strength above 100 and get the body of a bodybuilder. The second for training to get a big round butt. $att_name[9] = 'stren_plus' $att_name[10] = 'butt_tr' !!Skill variable list !!Add new skills to the end; if removing a skill, move the rest up and then edit the Traits so that the index numbers are correct $skl_name[0] = 'jab' $skl_name[1] = 'punch' $skl_name[2] = 'kick' $skl_name[3] = 'def' $skl_name[4] = 'shoot' $skl_name[5] = 'vokal' $skl_name[6] = 'sewng' $skl_name[7] = 'instrmusic' $skl_name[8] = 'photoskl' $skl_name[9] = 'artskls' $skl_name[10] = 'danc' $skl_name[11] = 'dancero' $skl_name[12] = 'dancpol' $skl_name[13] = 'chess' $skl_name[14] = 'gaming' $skl_name[15] = 'humint' $skl_name[16] = 'persuas' $skl_name[17] = 'run' $skl_name[18] = 'vball' $skl_name[19] = 'icesktng' $skl_name[20] = 'wrstlng' $skl_name[21] = 'ftbll' $skl_name[22] = 'splcstng' $skl_name[23] = 'observ' $skl_name[24] = 'makupskl' $skl_name[25] = 'compskl' $skl_name[26] = 'comphckng' $skl_name[27] = 'hndiwrk' $skl_name[28] = 'servng' $skl_name[29] = 'mdlng' $skl_name[30] = 'medcn' $skl_name[31] = 'heels' $skl_name[32] = 'pool' $skl_name[33] = 'inhib' $skl_name[34] = 'perform' $skl_name[35] = 'bushcraft' $skl_name[36] = 'cleaning' $skl_name[37] = 'bkbll' $skl_name[38] = 'cheer' $skl_name[39] = 'musicprod' $skl_name[40] = 'songwrit' !!Trait Section !!This is where Traits that will affect attribute or skill advancement or degradation have those aspects defined. !!Always put the trait name, variable name, and skill or attribute variable in a comment !!Natural Dancer; Provides a 10% reduction in xp required to level dance skills nat_dancer[1] = 2 & nat_dancer[2] = 10 & nat_dancer[3] = -6 & nat_dancer[4] = 0 nat_dancer[11] = 2 & nat_dancer[12] = 11 & nat_dancer[13] = -6 & nat_dancer[14] = 0 nat_dancer[21] = 2 & nat_dancer[22] = 12 & nat_dancer[23] = -6 & nat_dancer[24] = 0 !!Natural Athlete; Provides a 10% reduction in xp required to level sports skills nat_athlete[1] = 2 & nat_athlete[2] = 17 & nat_athlete[3] = -6 & nat_athlete[4] = 0 nat_athlete[11] = 2 & nat_athlete[12] = 18 & nat_athlete[13] = -6 & nat_athlete[14] = 0 nat_athlete[21] = 2 & nat_athlete[22] = 19 & nat_athlete[23] = -6 & nat_athlete[24] = 0 nat_athlete[31] = 2 & nat_athlete[32] = 20 & nat_athlete[33] = -6 & nat_athlete[34] = 0 nat_athlete[41] = 2 & nat_athlete[42] = 21 & nat_athlete[43] = -6 & nat_athlete[44] = 0 !!Scholarly; Provides a 10% reduction in xp required to level Intelligence, easier to get good notes at school, faster studying in the university schlrly[1] = 1 & schlrly[2] = 3 & schlrly[3] = -6 & schlrly[4] = 0 !!Trait variable list; only traits that can affect attribute or skill advancement or degradation goes here $traitattskl[0] = 'nat_dancer' $traitattskl[1] = 'nat_athlete' $traitattskl[2] = 'schlrly' !!This is sets _lvl and _exp based on the value of pcs_"name" the first time so that _lvl and _exp do not need to set on start. !!Theoretically this can be eventually deleted. if attsklupdate = 0: i = 0 & x = 1 :rstloop expadj = func('_difficulty','getexpadj') tl = 0 :trtrstloop tltp = 0 :trtrstinsdlp !! Note this loop is done with a flag set in the dynamic that is checked outside; this is because testing showed inconsistent results when jumping from inside the dynamic and with the whole loop in the dynamic. dynamic " if <<$traitattskl[tl]>> > 0 and <<$traitattskl[tl]>>[tltp + 1] = x and <<$traitattskl[tl]>>[tltp + 2] = i and <<$traitattskl[tl]>>[tltp + 3] ! 0: expadj += <<$traitattskl[tl]>>[tltp + 3] if <<$traitattskl[tl]>>[tltp + 11] ! 0: insdlpflag = 1 " if insdlpflag = 1: tltp += 10 & insdlpflag = 0 & jump 'trtrstinsdlp' tl += 1 if tl < arrsize ('$traitattskl'): jump 'trtrstloop' killvar 'tl' & killvar 'tltp' & killvar 'insdlpflag' if x = 1: $attskltmp = $att_name[i] else $attskltmp = $skl_name[i] end dynamic " if pcs_<<$attskltmp>> > 0 and <<$attskltmp>>_lvl = 0: <<$attskltmp>>_exp = (expadj *73* (pcs_<<$attskltmp>> - 1) * (pcs_<<$attskltmp>> - 1) / 2730) + 1 <<$attskltmp>>_mem = <<$attskltmp>>_exp - 1 <<$attskltmp>>_lvl = pcs_<<$attskltmp>> <<$attskltmp>>_lvlst = <<$attskltmp>>_lvl end " killvar 'expadj' & killvar '$attskltmp' i += 1 if (x = 1 and i < arrsize ('$att_name')) or (x = 2 and i < arrsize ('$skl_name')): jump 'rstloop' i = 0 & x += 1 if x < 3: jump 'rstloop' killvar 'i' & killvar 'x' attsklupdate = 1 end !!This is the section that runs when the call is from cikl if $ARGS[0] = 'daycall': !! Attribute XP with Skill XP gain x = 0 :sklxploop y = 1 :persklloop dynamic "$attnamtmp = $att_name[<<$skl_name[x]>>[y]]" dynamic " if <<$skl_name[x]>>_exp > <<$skl_name[x]>>_mem: <<$attnamtmp>>_exp += (<<$skl_name[x]>>_exp - <<$skl_name[x]>>_mem) / 5 if <<$skl_name[x]>>[y + 1] = -1 or y >= 9: lpstopflg = 1 " killvar '$attnamtmp' if lpstopflg = 0: y += 1 & jump 'persklloop' killvar 'lpstopflg' x += 1 if x < arrsize ('$skl_name'): jump 'sklxploop' killvar 'x' & killvar 'y' & killvar '$attnamtmp' !! Degradation Loop i = 0 & x = 1 :degloop degadj = 60 if x = 2: degadj += 30 expadj = func('_difficulty','getexpadj') tl = 0 :trtdegloop tltp = 0 :trtdeginsdlp !! Note this loop is done with a flag set in the dynamic that is checked outside; this is because testing showed inconsistent results when jumping from inside the dynamic and with the whole loop in the dynamic. dynamic " if <<$traitattskl[tl]>> > 0 and <<$traitattskl[tl]>>[tltp + 1] = x and <<$traitattskl[tl]>>[tltp + 2] = i and <<$traitattskl[tl]>>[tltp + 3] ! 0: expadj += <<$traitattskl[tl]>>[tltp + 3] if <<$traitattskl[tl]>> > 0 and <<$traitattskl[tl]>>[tltp + 1] = x and <<$traitattskl[tl]>>[tltp + 2] = i and <<$traitattskl[tl]>>[tltp + 4] ! 0: degadj += <<$traitattskl[tl]>>[tltp + 4] if <<$traitattskl[tl]>>[tltp + 11] ! 0: insdlpflag = 1 " if insdlpflag = 1: tltp += 10 & insdlpflag = 0 & jump 'trtdeginsdlp' tl += 1 if tl < arrsize ('$traitattskl'): jump 'trtdegloop' killvar 'tl' & killvar 'tltp' & killvar 'insdlpflag' if x = 1: $attskltmp = $att_name[i] else $attskltmp = $skl_name[i] end dynamic " if <<$attskltmp>>_lvl ! <<$attskltmp>>_lvlst: <<$attskltmp>>_lvl = <<$attskltmp>>_lvlst if <<$attskltmp>>_lvl < 100: degtmp = (102 - <<$attskltmp>>_lvl + <<$attskltmp>>_muta) else degtmp = 2 + <<$attskltmp>>_muta end degtmp = degadj * degtmp / 60 if degtmp < 2: degtmp = 2 if <<$attskltmp>>_exp < <<$attskltmp>>_mem: <<$attskltmp>>_exp = <<$attskltmp>>_mem if <<$attskltmp>>_exp = <<$attskltmp>>_mem: <<$attskltmp>>_deg -= 1 else <<$attskltmp>>_deg = degtmp end if <<$attskltmp>>_deg <= 0 and <<$attskltmp>>_lvl > <<$attskltmp>>_flr: exptmp = <<$attskltmp>>_exp - (expadj * 73*(<<$attskltmp>>_lvl - 1) * (<<$attskltmp>>_lvl - 1) / 2730) if exptmp < 0: exptmp = 0 <<$attskltmp>>_lvl -= 1 <<$attskltmp>>_deg = degtmp <<$attskltmp>>_exp = (expadj *73* (<<$attskltmp>>_lvl - 1) * (<<$attskltmp>>_lvl - 1) / 2730) + exptmp !! This will only do anything if the PC builds exp well in excess of what is needed to level if <<$attskltmp>>_exp > (expadj * 73*(<<$attskltmp>>_lvl) * (<<$attskltmp>>_lvl) / 2730): <<$attskltmp>>_exp -= (2 * <<$attskltmp>> - 1) / 10 end <<$attskltmp>>_lvlst = <<$attskltmp>>_lvl <<$attskltmp>>_mem = <<$attskltmp>>_exp " killvar 'degtmp' & killvar 'exptmp' killvar 'degadj' & killvar 'expadj' & killvar '$attskltmp' i += 1 if (x = 1 and i < arrsize ('$att_name')) or (x = 2 and i < arrsize ('$skl_name')): jump 'degloop' i = 0 & x += 1 if x < 3: jump 'degloop' killvar 'i' & killvar 'x' end !!Advancement Loop i = 0 & x = 1 :advloop expadj = func('_difficulty','getexpadj') tl = 0 :trtadvloop tltp = 0 :trtadvinsdlp !!Note this loop is done with a flag set in the dynamic that is checked outside; this is because testing showed inconsistent results when jumping from inside the dynamic and with the whole loop in the dynamic. dynamic " if <<$traitattskl[tl]>> > 0 and <<$traitattskl[tl]>>[tltp + 1] = x and <<$traitattskl[tl]>>[tltp + 2] = i and <<$traitattskl[tl]>>[tltp + 3] ! 0: expadj += <<$traitattskl[tl]>>[tltp + 3] if <<$traitattskl[tl]>>[tltp + 11] ! 0: insdlpflag = 1 " if insdlpflag = 1: tltp += 10 & insdlpflag = 0 & jump 'trtadvinsdlp' tl += 1 if tl < arrsize ('$traitattskl'): jump 'trtadvloop' killvar 'tl' & killvar 'tltp' & killvar 'insdlpflag' if x = 1: $attskltmp = $att_name[i] else $attskltmp = $skl_name[i] end dynamic " if <<$attskltmp>>_lvl ! <<$attskltmp>>_lvlst: <<$attskltmp>>_lvl = <<$attskltmp>>_lvlst if <<$attskltmp>>_exp > (expadj * 73*<<$attskltmp>>_lvl * <<$attskltmp>>_lvl / 2730): <<$attskltmp>>_lvl += 1 <<$attskltmp>>_lvlst = <<$attskltmp>>_lvl <<$attskltmp>>_xpnxt = (expadj * 73*<<$attskltmp>>_lvl * <<$attskltmp>>_lvl / 2730) + 1 if <<$attskltmp>>_lvl / 5 > <<$attskltmp>>_flr: <<$attskltmp>>_flr = <<$attskltmp>>_lvl / 5 if <<$attskltmp>>_lvl > (100 + (<<$attskltmp>>_muta * 50)): <<$attskltmp>>_lvl = (100 + (<<$attskltmp>>_muta * 50)) " !! removed by rachels 17/10/23 to correct the "marksman" bug - belongs into preceding dynamic code !! if <<$attskltmp>>_exp > (expadj * (<<$attskltmp>>_lvl + 1) * (<<$attskltmp>>_lvl + 1) / 180) - 1: !! <<$attskltmp>>_exp = (expadj * (<<$attskltmp>>_lvl + 1) * (<<$attskltmp>>_lvl + 1) / 180) - 1 !! <<$attskltmp>>_mem = <<$attskltmp>>_exp !! end killvar 'expadj' & killvar '$attskltmp' i += 1 if (x = 1 and i < arrsize ('$att_name')) or (x = 2 and i < arrsize ('$skl_name')): jump 'advloop' i = 0 & x += 1 if x < 3: jump 'advloop' killvar 'i' & killvar 'x' gs 'stat_sklattrib_lvlset' --- stat_sklattrib ---------------------------------