# 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] = 'ttgmng' $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' !!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 !!Natrual 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 !!Natrual 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' $traitattskl[2] = 'schlrly' !!This is sets _lvl and _exp based on the value of pcs_"name" the first time so that _lvl and _exp do not need to set on start. !!Theoretically this can be eventually deleted. if attsklupdate = 0: i = 0 & x = 1 :rstloop expadj = 60 tl = 0 :trtrstloop tltp = 0 :trtrstinsdlp !! Note this loop is done with a flag set in the dynamic that is checked outside; this is because testing showed inconsistent results when jumping from inside the dynamic and with the whole loop in the dynamic. dynamic " if <<$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 '$attnamtmp' !! Degradation Loop i = 0 & x = 1 :degloop degadj = 60 if x = 2: degadj += 30 expadj = 60 tl = 0 :trtdegloop tltp = 0 :trtdeginsdlp !! Note this loop is done with a flag set in the dynamic that is checked outside; this is because testing showed inconsistent results when jumping from inside the dynamic and with the whole loop in the dynamic. dynamic " if <<$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 = 60 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)) 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' !!Attribute set section !!This is where an attribute pcs_"name" is set by "name"_lvl and any adjustments are added !!Even though most of these could be done without doing a _lvl to pcs_ convertion, doing so is future proofing pcs_stren = stren_lvl if pcs_stren < 1: pcs_stren = 1 pcs_agil = agil_lvl if pcs_agil < 1: pcs_agil = 1 pcs_vital = vital_lvl if pcs_vital < 1: pcs_vital = 1 pcs_intel = intel_lvl - bimbostupidity - (5 * noorgasm) if pcs_intel < 1: pcs_intel = 1 pcs_react = react_lvl if pcs_react < 1: pcs_react = 1 pcs_sprt = sprt_lvl if pcs_sprt < 1: pcs_sprt = 1 pcs_chrsm = chrsm_lvl if pcs_chrsm < 1: pcs_chrsm = 1 pcs_prcptn = prcptn_lvl if pcs_prcptn < 1: pcs_prcptn = 1 pcs_magik = magik_lvl if pcs_magik < 0: pcs_magik = 0 !!Skill set Section !!Each skill has three lines, the first is the comment that says what the skill is, the next that sets pcs_"name", and the finial which sets "name"[1] to [x] with the attribute index of the attribute(s) ending with a -1 to show end. !!Jabs; Quick strikes that do not have much power pcs_jab = (jab_lvl + (pcs_agil * 2 + pcs_stren) / 3) / 2 - notfem jab[1] = 0 & jab[2] = 1 & jab[3] = -1 !!Power Strikes; Hard strikes that are harder to land pcs_punch = (punch_lvl + (pcs_stren * 2 + pcs_agil) / 3) / 2 - notfem punch[1] = 0 & punch[2] = 1 & punch[3] = -1 !!Kicks; Kicking, enough said pcs_kick = (kick_lvl + (pcs_stren * 3 + pcs_agil) / 4) / 2 - notfem kick[1] = 0 & kick[2] = 1 & kick[3] = -1 !!Defence; Covers both blocking and dodging pcs_def = (def_lvl + (pcs_agil + pcs_stren + pcs_react) / 3) / 2 - notfem def[1] = 0 & def[2] = 1 & def[3] = 4 & def[4] = -1 !!Marksmanship; Could be guns, bows, or spells pcs_shoot = (shoot_lvl + (pcs_agil + pcs_react) / 2) / 2 shoot[1] = 1 & shoot[2] = 4 & shoot[3] = -1 !!Singing; Should be self-explanatory pcs_vokal = (vokal_lvl + (pcs_intel + pcs_chrsm) / 2) / 2 vokal[1] = 3 & vokal[2] = 6 & vokal[3] = -1 !!Tailoring; Should be self-explanatory pcs_sewng = (sewng_lvl + (pcs_agil + pcs_intel) / 2) / 2 sewng[1] = 1 & sewng[2] = 3 & sewng[3] = -1 !!Instrumental Music; Skill at playing an instrument(s) pcs_instrmusic = (instrmusic_lvl + (2 * pcs_agil + pcs_intel) / 3) / 2 instrmusic[1] = 1 & instrmusic[2] = 3 & instrmusic[3] = -1 !!Photography; Should be self-explanatory pcs_photoskl = (photoskl_lvl + (2 * pcs_intel + pcs_react) / 3) / 2 photoskl[1] = 3 & photoskl[2] = 4 & photoskl[3] = -1 !!Artistic Skills; painting, drawing etc. pcs_artskls = (artskls_lvl + (pcs_intel + pcs_react + pcs_agil) / 3) / 2 artskls[1] = 1 & artskls[2] = 3 & artskls[3] = 4 & artskls[4] = -1 !!Modern Dancing; This is the basic dance skill and replaces 'dance' pcs_danc = (danc_lvl + (pcs_agil + pcs_react + pcs_vital) / 3) / 2 - notfem danc[1] = 1 & danc[2] = 2 & danc[3] = 4 & danc[4] = -1 !!Erotic Dancing; This is used when individual eroticism is being displayed, also covers & replaces strip tease pcs_dancero = (dancero_lvl + (pcs_agil + pcs_chrsm + pcs_vital) / 3) / 2 - notfem + (3 * flxibt) dancero[1] = 1 & dancero[2] = 2 & dancero[3] = 6 & dancero[4] = -1 !!Pole Dancing; Should be self-explanatory pcs_dancpol = (dancpol_lvl + (pcs_agil + pcs_stren + pcs_chrsm) / 3) / 2 - notfem + (3 * flxibt) dancpol[1] = 0 & dancpol[2] = 1 & dancpol[3] = 6 & dancpol[4] = -1 !!Chess; Should be self-explanatory pcs_chess = (chess_lvl + pcs_intel) / 2 + (5 * logictrt) chess[1] = 3 & chess[2] = -1 !!Gaming; Abstracts skills at all types of Table Top games pcs_ttgmng = (ttgmng_lvl + (2 * pcs_intel + pcs_react) / 3) / 2 ttgmng[1] = 3 & ttgmng[2] = 4 & ttgmng[3] = -1 !!People skills; basic human interaction skill set pcs_humint = (humint_lvl + (pcs_prcptn + pcs_chrsm + pcs_react)/3) / 2 + (5 * chrmng) - (5 * meantrt) humint[1] = 4 & humint[2] = 6 & humint[3] = 7 & humint[4] = -1 !!Persuasion; Trained skill at getting people to agree with you or like you pcs_persuas = (persuas_lvl + (pcs_prcptn + pcs_chrsm) / 2) / 2 + (5 * chrmng) - (5 * meantrt) persuas[1] = 6 & persuas[2] = 7 & persuas[3] = -1 !!Running; Should be self-explanatory pcs_run = (run_lvl + (2 * (pcs_agil + pcs_stren) + pcs_vital) / 5) / 2 - notfem run[1] = 0 & run[2] = 1 & run[3] = 2 & run[4] = -1 !!Volleyball; Should be self-explanatory pcs_vball = (vball_lvl + (2 * pcs_agil + pcs_react + pcs_stren + pcs_vital) / 5) / 2 - notfem vball[1] = 0 & vball[2] = 1 & vball[3] = 2 & vball[4] = 4 & vball[5] = -1 !!Ice Skating; Should be self-explanatory pcs_icesktng = (icesktng_lvl + (2 * pcs_agil + pcs_stren) / 3) / 2 - notfem icesktng[1] = 0 & icesktng[2] = 1 & icesktng[3] = -1 !!Wrestling; Should be self-explanatory pcs_wrstlng = (wrstlng_lvl + (2 * pcs_stren + pcs_vital + pcs_agil) / 4) / 2 - notfem wrstlng[1] = 0 & wrstlng[2] = 1 & wrstlng[3] = 2 & wrstlng[4] = -1 !!Football; Should be self-explanatory pcs_ftbll = (ftbll_lvl + (pcs_vital + pcs_agil + pcs_stren) / 3) / 2 - notfem ftbll[1] = 0 & ftbll[2] = 1 & ftbll[3] = 2 & ftbll[4] = -1 !!Spell Casting; The ability to Successfully cast spells pcs_splcstng = (splcstng_lvl + (pcs_intel + pcs_react) / 2) / 2 splcstng[1] = 3 & splcstng[2] = 4 & splcstng[3] = -1 !!Observation; trained skill in noticing one''s surroundings and events (nothing but surface detail) pcs_observ = (observ_lvl + (pcs_prcptn + pcs_react + pcs_intel)/3) / 2 observ[1] = 3 & observ[2] = 4 & observ[3] = 7 & observ[4] = -1 !!Makeup; Skill at applying makeup, goes into the vnesh calc as makupskl/5 pcs_makupskl = (makupskl_lvl + (pcs_intel + pcs_agil) / 2) / 2 makupskl[1] = 1 & makupskl[2] = 3 & makupskl[3] = -1 !!Computer Skill; Skill at using and repairing computers pcs_compskl = (compskl_lvl + pcs_intel) / 2 + (5 * logictrt) compskl[1] = 3 & compskl[2] = -1 !!Hacking; Skill at hacking computer systems pcs_comphckng = (comphckng_lvl + (pcs_intel + pcs_react) / 2) / 2 + (5 * logictrt) comphckng[1] = 3 & comphckng[2] = 4 & comphckng[3] = -1 !!Handy-work; Used for non-mechanic work, i.e. plumbing pcs_hndiwrk = (hndiwrk_lvl + (2 * pcs_agil + pcs_intel) / 3) / 2 hndiwrk[1] = 1 & hndiwrk[2] = 3 & hndiwrk[3] = -1 !!Serving; Covers all aspects of waitressing and bartending pcs_servng = (servng_lvl + (pcs_intel + pcs_vital) / 2) / 2 servng[1] = 2 & servng[2] = 3 & servng[3] = -1 !!Modelling; Knowing how to pose and hold poses for long periods of time pcs_mdlng = (mdlng_lvl + (pcs_agil + pcs_vital) / 2) / 2 - notfem mdlng[1] = 1 & mdlng[2] = 2 & mdlng[3] = -1 !!Medicine; Basic medical knowledge up to the level of Nursing pcs_medcn = (medcn_lvl + (pcs_intel + pcs_react + pcs_prcptn) / 3) / 2 medcn[1] = 3 & medcn[2] = 4 & medcn[3] = 7 & medcn[4] = -1 !!Skiing; Should be self-explanatory !!To add this skill, copy this "$skl_name[x] = 'skng'" to the end of the skils list above and replace the x with the next index number, then remove the comment and bracket marks on the next two lines and delete this line !!pcs_skng = (skng_lvl + (2 * pcs_agil + pcs_stren) / 3) / 2 !!{skng[1] = 0 & skng[2] = 1 & skng[3] = -1} !!Larceny; picking locks, hotwire cars etc.; basic thief/stealing skills !!To add this skill, copy this "$skl_name[x] = 'thiefskls'" to the end of the skils list above and replace the x with the next index number, then remove the comment and bracket marks on the next two lines and delete this line !!pcs_thiefskls = (thiefskls_lvl + (2 * pcs_agil + pcs_react) / 3) / 2 !!{thiefskls[1] = 1 & thiefskls[2] = 4 & thiefskls[3] = -1} !!Mechanic; Auto mechanic skill, can work on your own car !!To add this skill, copy this "$skl_name[x] = 'mchanc'" to the end of the skils list above and replace the x with the next index number, then remove the comment and bracket marks on the next two lines and delete this line !!pcs_mchanc = (mchanc_lvl + (2 * pcs_agil + pcs_intel) / 3) / 2 !!{mchanc[1] = 1 & mchanc[2] = 3 & mchanc[3] = -1} !!Gambling; Should be self-explanatory !!To add this skill, copy this "$skl_name[x] = 'gmbling'" to the end of the skils list above and replace the x with the next index number, then remove the comment and bracket marks on the next two lines and delete this line !!pcs_gmbling = (gmbling_lvl + (2 * pcs_prcptn + pcs_intel + pcs_react) / 4) / 2 !!{gmbling[1] = 3 & gmbling[2] = 4 & gmbling[3] = 7 & gmbling[4] = -1} !!Seduction; Trained art of making yourself sexually desired, by words, body language, tone etc.; should be checked with either a +hotcat or on a 300point scale with +vnesh (set elsewhere so not added here) !!To add this skill, copy this "$skl_name[x] = 'sdctn'" to the end of the skils list above and replace the x with the next index number, then remove the comment and bracket marks on the next two lines and delete this line !!pcs_sdctn = (sdctn_lvl + (pcs_prcptn + pcs_chrsm) / 2) / 2 !!{sdctn[1] = 6 & sdctn[2] = 7 & sdctn[3] = -1} !!Computer Gaming; Skill at playing assorted computer and console games. !!To add this skill, copy this "$skl_name[x] = 'compgame'" to the end of the skils list above and replace the x with the next index number, then remove the comment and bracket marks on the next two lines and delete this line !!pcs_compgame = (compgame_lvl + (pcs_agil + pcs_react) / 2) / 2 !!{compgame[1] = 1 & compgame[2] = 4 & compgame[3] = -1} --- stat_sklattrib ---------------------------------