123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291 |
- # 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 (i.e. stren_exp +=1 instead of pcs_stren += 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'
- !!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'
- !!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 * (pcs_<<$attskltmp>> - 1) * (pcs_<<$attskltmp>> - 1) / 180) + 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 = <<$attskltmp>>_exp - (expadj * (<<$attskltmp>>_lvl - 1) * (<<$attskltmp>>_lvl - 1) / 180)
- if exptmp < 0: exptmp = 0
- <<$attskltmp>>_lvl -= 1
- <<$attskltmp>>_deg = degtmp
- <<$attskltmp>>_exp = (expadj * (<<$attskltmp>>_lvl - 1) * (<<$attskltmp>>_lvl - 1) / 180) + exptmp
- !! This will only do anything if the PC builds exp well in excess of what is needed to level
- if <<$attskltmp>>_exp > (expadj * (<<$attskltmp>>_lvl) * (<<$attskltmp>>_lvl) / 180): <<$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 * <<$attskltmp>>_lvl * <<$attskltmp>>_lvl / 180): <<$attskltmp>>_lvl += 1
- <<$attskltmp>>_lvlst = <<$attskltmp>>_lvl
- <<$attskltmp>>_xpnxt = (expadj * <<$attskltmp>>_lvl * <<$attskltmp>>_lvl / 180) + 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 ---------------------------------
|