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stat_sklattrib.qsrc 14 KB

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  1. # stat_sklattrib
  2. !! SKIP_QSRC2TW
  3. !!******************** Warning! ********************
  4. !!The code in this location is both complex and very fundamental to most systems!
  5. !!Use EXTREME caution if modifying!
  6. !!Ask if understanding is required
  7. !!****************************************************
  8. !!For Users;
  9. !! For any Attribute or Skill, outside of "stat_sklattrib", the only things that get used are;
  10. !! the variables themselves, pcs_"name", for checks
  11. !! "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.)
  12. !! "name"_deg to replace losses (i.e. stren_deg -= 1 instead of pcs_stren -= 1)
  13. !! "name"_muta if setting higher attribute limits due to "mutations" ("name"_muta replaces the "mutagen" variables)
  14. !! 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.
  15. !! 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
  16. !! Attributes & Skills
  17. !! $att_name[x] and $skl_name[x]; an array that stores the name of each attribute variable
  18. !! For each attribute and skill variable, there are the following sub-variables
  19. !! _lvl, is the base level of an attribute/skill before adjustment
  20. !! _lvlst, level yesterday, used for error checking
  21. !! _deg is the days to attribute/skill loss and is reset on XP gain
  22. !! _exp is the amount of total XP gained so far for each and will replace all the gains in the rest of the code
  23. !! _mem is the amount of XP yesterday
  24. !! _muta replaces the assorted mutagen variables for attributes, this is to replace the 30 lines of code with 1
  25. !! _flr, this is the floor through which an attribute/skill cannot fall
  26. !! _xpnxt is the XP required to reach the next level
  27. !! _xpprv was the XP required to reach this level
  28. !! Traits
  29. !! $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
  30. !! For each trait that can affect attribute or skill advancement or degradation;
  31. !! "trait"[y1] = 1 if affecting an attribute or = 2 if affecting a skill;
  32. !! "trait"[y2] = the index number in $att_name or $skl_name that corresponds to the skill/attribute to be effected;
  33. !! "trait"[y3] = indicates if it effects XP required to level by adjusting the base rate as a plus to the default of 60
  34. !! "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
  35. !! 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
  36. !! Note, the effects of multiple traits on a single skill or attribute stack
  37. !!Attribute variable list
  38. $att_name[0] = 'stren'
  39. $att_name[1] = 'agil'
  40. $att_name[2] = 'vital'
  41. $att_name[3] = 'intel'
  42. $att_name[4] = 'react'
  43. $att_name[5] = 'sprt'
  44. $att_name[6] = 'chrsm'
  45. $att_name[7] = 'prcptn'
  46. $att_name[8] = 'magik'
  47. !! 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.
  48. $att_name[9] = 'stren_plus'
  49. $att_name[10] = 'butt_tr'
  50. !!Skill variable list
  51. !!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
  52. $skl_name[0] = 'jab'
  53. $skl_name[1] = 'punch'
  54. $skl_name[2] = 'kick'
  55. $skl_name[3] = 'def'
  56. $skl_name[4] = 'shoot'
  57. $skl_name[5] = 'vokal'
  58. $skl_name[6] = 'sewng'
  59. $skl_name[7] = 'instrmusic'
  60. $skl_name[8] = 'photoskl'
  61. $skl_name[9] = 'artskls'
  62. $skl_name[10] = 'danc'
  63. $skl_name[11] = 'dancero'
  64. $skl_name[12] = 'dancpol'
  65. $skl_name[13] = 'chess'
  66. $skl_name[14] = 'gaming'
  67. $skl_name[15] = 'humint'
  68. $skl_name[16] = 'persuas'
  69. $skl_name[17] = 'run'
  70. $skl_name[18] = 'vball'
  71. $skl_name[19] = 'icesktng'
  72. $skl_name[20] = 'wrstlng'
  73. $skl_name[21] = 'ftbll'
  74. $skl_name[22] = 'splcstng'
  75. $skl_name[23] = 'observ'
  76. $skl_name[24] = 'makupskl'
  77. $skl_name[25] = 'compskl'
  78. $skl_name[26] = 'comphckng'
  79. $skl_name[27] = 'hndiwrk'
  80. $skl_name[28] = 'servng'
  81. $skl_name[29] = 'mdlng'
  82. $skl_name[30] = 'medcn'
  83. $skl_name[31] = 'heels'
  84. $skl_name[32] = 'pool'
  85. $skl_name[33] = 'inhib'
  86. $skl_name[34] = 'perform'
  87. $skl_name[35] = 'bushcraft'
  88. $skl_name[36] = 'cleaning'
  89. $skl_name[37] = 'bkbll'
  90. $skl_name[38] = 'cheer'
  91. $skl_name[39] = 'musicprod'
  92. $skl_name[40] = 'songwrit'
  93. !!Trait Section
  94. !!This is where Traits that will affect attribute or skill advancement or degradation have those aspects defined.
  95. !!Always put the trait name, variable name, and skill or attribute variable in a comment
  96. !!Natural Dancer; Provides a 10% reduction in xp required to level dance skills
  97. nat_dancer[1] = 2 & nat_dancer[2] = 10 & nat_dancer[3] = -6 & nat_dancer[4] = 0
  98. nat_dancer[11] = 2 & nat_dancer[12] = 11 & nat_dancer[13] = -6 & nat_dancer[14] = 0
  99. nat_dancer[21] = 2 & nat_dancer[22] = 12 & nat_dancer[23] = -6 & nat_dancer[24] = 0
  100. !!Natural Athlete; Provides a 10% reduction in xp required to level sports skills
  101. nat_athlete[1] = 2 & nat_athlete[2] = 17 & nat_athlete[3] = -6 & nat_athlete[4] = 0
  102. nat_athlete[11] = 2 & nat_athlete[12] = 18 & nat_athlete[13] = -6 & nat_athlete[14] = 0
  103. nat_athlete[21] = 2 & nat_athlete[22] = 19 & nat_athlete[23] = -6 & nat_athlete[24] = 0
  104. nat_athlete[31] = 2 & nat_athlete[32] = 20 & nat_athlete[33] = -6 & nat_athlete[34] = 0
  105. nat_athlete[41] = 2 & nat_athlete[42] = 21 & nat_athlete[43] = -6 & nat_athlete[44] = 0
  106. !!Scholarly; Provides a 10% reduction in xp required to level Intelligence, easier to get good notes at school, faster studying in the university
  107. schlrly[1] = 1 & schlrly[2] = 3 & schlrly[3] = -6 & schlrly[4] = 0
  108. !!Trait variable list; only traits that can affect attribute or skill advancement or degradation goes here
  109. $traitattskl[0] = 'nat_dancer'
  110. $traitattskl[1] = 'nat_athlete'
  111. $traitattskl[2] = 'schlrly'
  112. !!This is sets _lvl and _exp based on the value of pcs_"name" the first time so that _lvl and _exp do not need to set on start.
  113. !!Theoretically this can be eventually deleted.
  114. expadj_base = func('_difficulty','getexpadj')
  115. if attsklupdate = 0:
  116. x = 1
  117. :rstloop_outer
  118. i = 0
  119. :rstloop_inner
  120. expadj = expadj_base
  121. tl = 0
  122. :trtrstloop
  123. tltp = 0
  124. :trtrstinsdlp
  125. !! Note this loop is done with a flag set in the dynamic that is checked outside; this is because testing showed inconsistent results when jumping from inside the dynamic and with the whole loop in the dynamic.
  126. dynamic "
  127. if <<$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]
  128. if <<$traitattskl[tl]>>[tltp + 11] ! 0: insdlpflag = 1
  129. "
  130. if insdlpflag = 1: tltp += 10 & insdlpflag = 0 & jump 'trtrstinsdlp'
  131. tl += 1
  132. if tl < arrsize ('$traitattskl'): jump 'trtrstloop'
  133. killvar 'tl' & killvar 'tltp' & killvar 'insdlpflag'
  134. if x = 1:
  135. $attskltmp = $att_name[i]
  136. else
  137. $attskltmp = $skl_name[i]
  138. end
  139. dynamic "
  140. if pcs_<<$attskltmp>> > 0 and <<$attskltmp>>_lvl = 0:
  141. <<$attskltmp>>_lvl = pcs_<<$attskltmp>>
  142. <<$attskltmp>>_lvlst = <<$attskltmp>>_lvl
  143. <<$attskltmp>>_exp = (expadj * 73 * (<<$attskltmp>>_lvl - 1) * (<<$attskltmp>>_lvl - 1) / 2730) + 1
  144. <<$attskltmp>>_mem = <<$attskltmp>>_exp - 1
  145. <<$attskltmp>>_xpnxt = expadj * 73 * <<$attskltmp>>_lvl * <<$attskltmp>>_lvl / 2730 + 1
  146. if <<$attskltmp>>_lvl = 0: <<$attskltmp>>_xpprv = 0 else <<$attskltmp>>_xpprv = expadj * 73 * (<<$attskltmp>>_lvl - 1) * (<<$attskltmp>>_lvl - 1) / 2730 + 1
  147. end
  148. "
  149. killvar 'expadj' & killvar '$attskltmp'
  150. i += 1
  151. if (x = 1 and i < arrsize ('$att_name')) or (x = 2 and i < arrsize ('$skl_name')): jump 'rstloop_inner'
  152. x += 1
  153. if x < 3: jump 'rstloop_outer'
  154. attsklupdate = 1
  155. end
  156. !!This is the section that runs when the call is from cikl
  157. if $ARGS[0] = 'daycall':
  158. !! Attribute XP with Skill XP gain
  159. x = 0
  160. :sklxploop
  161. y = 1
  162. :persklloop
  163. dynamic "$attnamtmp = $att_name[<<$skl_name[x]>>[y]]"
  164. dynamic "
  165. if <<$skl_name[x]>>_exp > <<$skl_name[x]>>_mem: <<$attnamtmp>>_exp += (<<$skl_name[x]>>_exp - <<$skl_name[x]>>_mem) / 5
  166. if <<$skl_name[x]>>[y + 1] = -1 or y >= 9: lpstopflg = 1
  167. "
  168. killvar '$attnamtmp'
  169. if lpstopflg = 0: y += 1 & jump 'persklloop'
  170. killvar 'lpstopflg'
  171. x += 1
  172. if x < arrsize ('$skl_name'): jump 'sklxploop'
  173. killvar 'x' & killvar 'y' & killvar '$attnamtmp'
  174. !! Degradation Loop
  175. x = 1
  176. :degloop_outer
  177. i = 0
  178. :degloop_inner
  179. degadj = 60
  180. if x = 2: degadj += 30
  181. expadj = expadj_base
  182. tl = 0
  183. :trtdegloop
  184. tltp = 0
  185. :trtdeginsdlp
  186. !! Note this loop is done with a flag set in the dynamic that is checked outside; this is because testing showed inconsistent results when jumping from inside the dynamic and with the whole loop in the dynamic.
  187. dynamic "
  188. if <<$traitattskl[tl]>>[0] > 0:
  189. if <<$traitattskl[tl]>>[tltp + 1] = x and <<$traitattskl[tl]>>[tltp + 2] = i:
  190. if <<$traitattskl[tl]>>[tltp + 3] ! 0: expadj += <<$traitattskl[tl]>>[tltp + 3]
  191. if <<$traitattskl[tl]>>[tltp + 4] ! 0: degadj += <<$traitattskl[tl]>>[tltp + 4]
  192. end
  193. if <<$traitattskl[tl]>>[tltp + 11] ! 0: insdlpflag = 1
  194. end
  195. "
  196. if insdlpflag = 1: tltp += 10 & insdlpflag = 0 & jump 'trtdeginsdlp'
  197. tl += 1
  198. if tl < arrsize ('$traitattskl'): jump 'trtdegloop'
  199. killvar 'tl' & killvar 'tltp' & killvar 'insdlpflag'
  200. if x = 1:
  201. $attskltmp = $att_name[i]
  202. else
  203. $attskltmp = $skl_name[i]
  204. end
  205. dynamic "
  206. if <<$attskltmp>>_lvl ! <<$attskltmp>>_lvlst: <<$attskltmp>>_lvl = <<$attskltmp>>_lvlst
  207. if <<$attskltmp>>_lvl < 100:
  208. degtmp = (102 - <<$attskltmp>>_lvl + <<$attskltmp>>_muta)
  209. else
  210. degtmp = 2 + <<$attskltmp>>_muta
  211. end
  212. degtmp = degadj * degtmp / 60
  213. if degtmp < 2: degtmp = 2
  214. if <<$attskltmp>>_exp < <<$attskltmp>>_mem: <<$attskltmp>>_exp = <<$attskltmp>>_mem
  215. if <<$attskltmp>>_exp = <<$attskltmp>>_mem:
  216. <<$attskltmp>>_deg -= 1
  217. else
  218. <<$attskltmp>>_deg = degtmp
  219. end
  220. if <<$attskltmp>>_deg <= 0 and <<$attskltmp>>_lvl > <<$attskltmp>>_flr:
  221. <<$attskltmp>>_lvl -= 1
  222. <<$attskltmp>>_deg = degtmp
  223. <<$attskltmp>>_xpnxt = expadj * 73 * <<$attskltmp>>_lvl * <<$attskltmp>>_lvl / 2730 + 1
  224. if <<$attskltmp>>_lvl = 0: <<$attskltmp>>_xpprv = 0 else <<$attskltmp>>_xpprv = expadj * 73 * (<<$attskltmp>>_lvl - 1) * (<<$attskltmp>>_lvl - 1) / 2730 + 1
  225. exptmp = <<$attskltmp>>_exp - <<$attskltmp>>_xpnxt
  226. if exptmp < 0: exptmp = 0
  227. <<$attskltmp>>_exp = <<$attskltmp>>_xpprv + exptmp
  228. !! This will only do anything if the PC builds exp well in excess of what is needed to level
  229. if <<$attskltmp>>_exp >= <<$attskltmp>>_xpnxt: <<$attskltmp>>_exp -= (2 * <<$attskltmp>>_lvl - 1) / 10
  230. end
  231. <<$attskltmp>>_lvlst = <<$attskltmp>>_lvl
  232. <<$attskltmp>>_mem = <<$attskltmp>>_exp
  233. "
  234. killvar 'degtmp' & killvar 'exptmp'
  235. killvar 'degadj' & killvar 'expadj' & killvar '$attskltmp'
  236. i += 1
  237. if (x = 1 and i < arrsize ('$att_name')) or (x = 2 and i < arrsize ('$skl_name')): jump 'degloop_inner'
  238. x += 1
  239. if x < 3: jump 'degloop_outer'
  240. end
  241. !!Advancement Loop
  242. x = 1
  243. :advloop_outer
  244. i = 0
  245. :advloop_inner
  246. if x = 1:
  247. $attskltmp = $att_name[i]
  248. else
  249. $attskltmp = $skl_name[i]
  250. end
  251. temp_expmem_flag = 0
  252. dynamic "
  253. if <<$attskltmp>>_exp ! <<$attskltmp>>_mem2 or <<$attskltmp>>_exp >= <<$attskltmp>>_xpnxt or <<$attskltmp>>_exp < <<$attskltmp>>_xpprv: temp_expmem_flag = 1
  254. "
  255. if temp_expmem_flag = 1 or $ARGS[0] = 'daycall':
  256. expadj = expadj_base
  257. tl = 0
  258. :trtadvloop
  259. tltp = 0
  260. :trtadvinsdlp
  261. insdlpflag = 0
  262. !!Note this loop is done with a flag set in the dynamic that is checked outside; this is because testing showed inconsistent results when jumping from inside the dynamic and with the whole loop in the dynamic.
  263. dynamic "
  264. if <<$traitattskl[tl]>>[0] > 0:
  265. if <<$traitattskl[tl]>>[tltp + 1] = x and <<$traitattskl[tl]>>[tltp + 2] = i:
  266. if <<$traitattskl[tl]>>[tltp + 3] ! 0: expadj += <<$traitattskl[tl]>>[tltp + 3]
  267. end
  268. if <<$traitattskl[tl]>>[tltp + 11] ! 0: insdlpflag = 1
  269. end
  270. "
  271. if insdlpflag = 1: tltp += 10 & jump 'trtadvinsdlp'
  272. tl += 1
  273. if tl < arrsize ('$traitattskl'): jump 'trtadvloop'
  274. killvar 'tl' & killvar 'tltp' & killvar 'insdlpflag'
  275. dynamic "
  276. if <<$attskltmp>>_lvl ! <<$attskltmp>>_lvlst: <<$attskltmp>>_lvl = <<$attskltmp>>_lvlst
  277. if <<$attskltmp>>_lvl = 0: <<$attskltmp>>_xpprv = 0 else <<$attskltmp>>_xpprv = (expadj * 73 * (<<$attskltmp>>_lvl-1) * (<<$attskltmp>>_lvl-1) / 2730) + 1
  278. <<$attskltmp>>_xpnxt = (expadj * 73 * <<$attskltmp>>_lvl * <<$attskltmp>>_lvl / 2730) + 1
  279. if <<$attskltmp>>_exp > <<$attskltmp>>_xpnxt: <<$attskltmp>>_lvl += 1
  280. if <<$attskltmp>>_exp < <<$attskltmp>>_xpprv: <<$attskltmp>>_lvl -= 1
  281. <<$attskltmp>>_lvlst = <<$attskltmp>>_lvl
  282. if <<$attskltmp>>_lvl / 5 > <<$attskltmp>>_flr: <<$attskltmp>>_flr = <<$attskltmp>>_lvl / 5
  283. if <<$attskltmp>>_lvl > (100 + (<<$attskltmp>>_muta * 50)): <<$attskltmp>>_lvl = (100 + (<<$attskltmp>>_muta * 50))
  284. if <<$attskltmp>>_lvl = 0: <<$attskltmp>>_xpprv = 0 else <<$attskltmp>>_xpprv = (expadj * 73 * (<<$attskltmp>>_lvl-1) * (<<$attskltmp>>_lvl-1) / 2730) + 1
  285. <<$attskltmp>>_xpnxt = (expadj * 73 * <<$attskltmp>>_lvl * <<$attskltmp>>_lvl / 2730) + 1
  286. <<$attskltmp>>_mem2 = <<$attskltmp>>_exp
  287. "
  288. !! removed by rachels 17/10/23 to correct the "marksman" bug - belongs into preceding dynamic code
  289. !! if <<$attskltmp>>_exp > (expadj * (<<$attskltmp>>_lvl + 1) * (<<$attskltmp>>_lvl + 1) / 180) - 1:
  290. !! <<$attskltmp>>_exp = (expadj * (<<$attskltmp>>_lvl + 1) * (<<$attskltmp>>_lvl + 1) / 180) - 1
  291. !! <<$attskltmp>>_mem = <<$attskltmp>>_exp
  292. !! end
  293. killvar 'expadj'
  294. end
  295. killvar '$attskltmp'
  296. i += 1
  297. if (x = 1 and i < arrsize ('$att_name')) or (x = 2 and i < arrsize ('$skl_name')): jump 'advloop_inner'
  298. x += 1
  299. if x < 3: jump 'advloop_outer'
  300. killvar 'i'
  301. killvar 'x'
  302. killvar 'expadj_base'
  303. killvar 'temp_expmem_flag'
  304. gs 'stat_sklattrib_lvlset'
  305. --- stat_sklattrib ---------------------------------