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stat_sklattrib 21 KB

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  1. # stat_sklattrib
  2. !!******************** Warning! ********************
  3. !!The code in this location is both complex and very fundamental to most systems!
  4. !!Use EXTREME caution if modifying!
  5. !!Ask if understanding is required
  6. !!****************************************************
  7. !!For Users;
  8. !! For any Attribute or Skill, outside of "stat_sklattrib", the only things that get used are;
  9. !! the variables themselves, pcs_"name", for checks
  10. !! "name"_exp to replace straight adds (i.e. stren_exp +=1 instead of pcs_stren += 1)
  11. !! "name"_deg to replace losses (i.e. stren_deg -= 1 instead of pcs_stren -= 1)
  12. !! "name"_muta if setting higher attribute limits due to "mutations" ("name"_muta replaces the "mutagen" variables)
  13. !! 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.
  14. !! 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
  15. !! Attributes & Skills
  16. !! $att_name[x] and $skl_name[x]; an array that stores the name of each attribute variable
  17. !! For each attribute and skill variable, there are the following sub-variables
  18. !! _lvl, is the base level of an attribute/skill before adjustment
  19. !! _lvlst, level yesterday, used for error checking
  20. !! _deg is the days to attribute/skill loss and is reset on XP gain
  21. !! _exp is the amount of total XP gained so far for each and will replace all the gains in the rest of the code
  22. !! _mem is the amount of XP yesterday
  23. !! _muta replaces the assorted mutagen variables for attributes, this is to replace the 30 lines of code with 1
  24. !! _flr, this is the floor through which an attribute/skill cannot fall
  25. !! _xpnxt is the XP required to reach the next level
  26. !! Traits
  27. !! $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
  28. !! For each trait that can affect attribute or skill advancement or degradation;
  29. !! "trait"[y1] = 1 if affecting an attribute or = 2 if affecting a skill;
  30. !! "trait"[y2] = the index number in $att_name or $skl_name that corresponds to the skill/attribute to be effected;
  31. !! "trait"[y3] = indicates if it effects XP required to level by adjusting the base rate as a plus to the default of 60
  32. !! "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
  33. !! 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
  34. !! Note, the effects of multiple traits on a single skill or attribute stack
  35. !!Attribute variable list
  36. $att_name[0] = 'stren'
  37. $att_name[1] = 'agil'
  38. $att_name[2] = 'vital'
  39. $att_name[3] = 'intel'
  40. $att_name[4] = 'react'
  41. $att_name[5] = 'sprt'
  42. $att_name[6] = 'chrsm'
  43. $att_name[7] = 'prcptn'
  44. $att_name[8] = 'magik'
  45. !!Skill variable list
  46. !!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
  47. $skl_name[0] = 'jab'
  48. $skl_name[1] = 'punch'
  49. $skl_name[2] = 'kick'
  50. $skl_name[3] = 'def'
  51. $skl_name[4] = 'shoot'
  52. $skl_name[5] = 'vokal'
  53. $skl_name[6] = 'sewng'
  54. $skl_name[7] = 'instrmusic'
  55. $skl_name[8] = 'photoskl'
  56. $skl_name[9] = 'artskls'
  57. $skl_name[10] = 'danc'
  58. $skl_name[11] = 'dancero'
  59. $skl_name[12] = 'dancpol'
  60. $skl_name[13] = 'chess'
  61. $skl_name[14] = 'ttgmng'
  62. $skl_name[15] = 'humint'
  63. $skl_name[16] = 'persuas'
  64. $skl_name[17] = 'run'
  65. $skl_name[18] = 'vball'
  66. $skl_name[19] = 'icesktng'
  67. $skl_name[20] = 'wrstlng'
  68. $skl_name[21] = 'ftbll'
  69. $skl_name[22] = 'splcstng'
  70. $skl_name[23] = 'observ'
  71. $skl_name[24] = 'makupskl'
  72. $skl_name[25] = 'compskl'
  73. $skl_name[26] = 'comphckng'
  74. $skl_name[27] = 'hndiwrk'
  75. $skl_name[28] = 'servng'
  76. $skl_name[29] = 'mdlng'
  77. $skl_name[30] = 'medcn'
  78. !!Trait Section
  79. !!This is where Traits that will affect attribute or skill advancement or degradation have those aspects defined.
  80. !!Always put the trait name, variable name, and skill or attribute variable in a comment
  81. !!Natrual Dancer; Provides a 10% reduction in xp required to level dance skills
  82. nat_dancer[1] = 2 & nat_dancer[2] = 10 & nat_dancer[3] = -6 & nat_dancer[4] = 0
  83. nat_dancer[11] = 2 & nat_dancer[12] = 11 & nat_dancer[13] = -6 & nat_dancer[14] = 0
  84. nat_dancer[21] = 2 & nat_dancer[22] = 12 & nat_dancer[23] = -6 & nat_dancer[24] = 0
  85. !!Natrual Athlete; Provides a 10% reduction in xp required to level sports skills
  86. nat_athlete[1] = 2 & nat_athlete[2] = 17 & nat_athlete[3] = -6 & nat_athlete[4] = 0
  87. nat_athlete[11] = 2 & nat_athlete[12] = 18 & nat_athlete[13] = -6 & nat_athlete[14] = 0
  88. nat_athlete[21] = 2 & nat_athlete[22] = 19 & nat_athlete[23] = -6 & nat_athlete[24] = 0
  89. nat_athlete[31] = 2 & nat_athlete[32] = 20 & nat_athlete[33] = -6 & nat_athlete[34] = 0
  90. nat_athlete[41] = 2 & nat_athlete[42] = 21 & nat_athlete[43] = -6 & nat_athlete[44] = 0
  91. !!Scholarly; Provides a 10% reduction in xp required to level Intelligence, easier to get good notes at school, faster studying in the university
  92. schlrly[1] = 1 & schlrly[2] = 3 & schlrly[3] = -6 & schlrly[4] = 0
  93. !!Trait variable list; only traits that can affect attribute or skill advancement or degradation goes here
  94. $traitattskl[0] = 'nat_dancer'
  95. $traitattskl[1] = 'nat_athlete'
  96. $traitattskl[2] = 'schlrly'
  97. !!This is sets _lvl and _exp based on the value of pcs_"name" the first time so that _lvl and _exp do not need to set on start.
  98. !!Theoretically this can be eventually deleted.
  99. if attsklupdate = 0:
  100. i = 0 & x = 1
  101. :rstloop
  102. expadj = 60
  103. tl = 0
  104. :trtrstloop
  105. tltp = 0
  106. :trtrstinsdlp
  107. !! Note this loop is done with a flag set in the dynamic that is checked outside; this is because testing showed inconsistent results when jumping from inside the dynamic and with the whole loop in the dynamic.
  108. dynamic "
  109. if <<$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]
  110. if <<$traitattskl[tl]>>[tltp + 11] ! 0: insdlpflag = 1
  111. "
  112. if insdlpflag = 1: tltp += 10 & insdlpflag = 0 & jump 'trtrstinsdlp'
  113. tl += 1
  114. if tl < arrsize ('$traitattskl'): jump 'trtrstloop'
  115. killvar 'tl' & killvar 'tltp' & killvar 'insdlpflag'
  116. if x = 1:
  117. $attskltmp = $att_name[i]
  118. else
  119. $attskltmp = $skl_name[i]
  120. end
  121. dynamic "
  122. if pcs_<<$attskltmp>> > 0 and <<$attskltmp>>_lvl = 0:
  123. <<$attskltmp>>_exp = (expadj * (pcs_<<$attskltmp>> - 1) * (pcs_<<$attskltmp>> - 1) / 180) + 1
  124. <<$attskltmp>>_lvl = pcs_<<$attskltmp>>
  125. <<$attskltmp>>_lvlst = <<$attskltmp>>_lvl
  126. end
  127. "
  128. killvar 'expadj' & killvar '$attskltmp'
  129. i += 1
  130. if (x = 1 and i < arrsize ('$att_name')) or (x = 2 and i < arrsize ('$skl_name')): jump 'rstloop'
  131. i = 0 & x += 1
  132. if x < 3: jump 'rstloop'
  133. killvar 'i' & killvar 'x'
  134. attsklupdate = 1
  135. end
  136. !!This is the section that runs when the call is from cikl
  137. if $ARGS[0] = 'daycall':
  138. !! Attribute XP with Skill XP gain
  139. x = 0
  140. :sklxploop
  141. y = 1
  142. :persklloop
  143. dynamic "$attnamtmp = $att_name[<<$skl_name[x]>>[y]]"
  144. dynamic "
  145. if <<$skl_name[x]>>_exp > <<$skl_name[x]>>_mem: <<$attnamtmp>>_exp += (<<$skl_name[x]>>_exp - <<$skl_name[x]>>_mem) / 5
  146. if <<$skl_name[x]>>[y + 1] = -1 or y >= 9: lpstopflg = 1
  147. "
  148. killvar '$attnamtmp'
  149. if lpstopflg = 0: y += 1 & jump 'persklloop'
  150. killvar 'lpstopflg'
  151. x += 1
  152. if x < arrsize ('$skl_name'): jump 'sklxploop'
  153. killvar 'x' & killvar 'y' & killvar '$attnamtmp'
  154. !! Degradation Loop
  155. i = 0 & x = 1
  156. :degloop
  157. degadj = 60
  158. if x = 2: degadj += 30
  159. expadj = 60
  160. tl = 0
  161. :trtdegloop
  162. tltp = 0
  163. :trtdeginsdlp
  164. !! Note this loop is done with a flag set in the dynamic that is checked outside; this is because testing showed inconsistent results when jumping from inside the dynamic and with the whole loop in the dynamic.
  165. dynamic "
  166. if <<$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]
  167. if <<$traitattskl[tl]>> > 0 and <<$traitattskl[tl]>>[tltp + 1] = x and <<$traitattskl[tl]>>[tltp + 2] = i and <<$traitattskl[tl]>>[tltp + 4] ! 0: degadj += <<$traitattskl[tl]>>[tltp + 4]
  168. if <<$traitattskl[tl]>>[tltp + 11] ! 0: insdlpflag = 1
  169. "
  170. if insdlpflag = 1: tltp += 10 & insdlpflag = 0 & jump 'trtdeginsdlp'
  171. tl += 1
  172. if tl < arrsize ('$traitattskl'): jump 'trtdegloop'
  173. killvar 'tl' & killvar 'tltp' & killvar 'insdlpflag'
  174. if x = 1:
  175. $attskltmp = $att_name[i]
  176. else
  177. $attskltmp = $skl_name[i]
  178. end
  179. dynamic "
  180. if <<$attskltmp>>_lvl ! <<$attskltmp>>_lvlst: <<$attskltmp>>_lvl = <<$attskltmp>>_lvlst
  181. if <<$attskltmp>>_lvl < 100:
  182. degtmp = (102 - <<$attskltmp>>_lvl + <<$attskltmp>>_muta)
  183. else
  184. degtmp = 2 + <<$attskltmp>>_muta
  185. end
  186. degtmp = degadj * degtmp / 60
  187. if degtmp < 2: degtmp = 2
  188. if <<$attskltmp>>_exp < <<$attskltmp>>_mem: <<$attskltmp>>_exp = <<$attskltmp>>_mem
  189. if <<$attskltmp>>_exp = <<$attskltmp>>_mem:
  190. <<$attskltmp>>_deg -= 1
  191. else
  192. <<$attskltmp>>_deg = degtmp
  193. end
  194. if <<$attskltmp>>_deg <= 0 and <<$attskltmp>>_lvl > <<$attskltmp>>_flr:
  195. exptmp = <<$attskltmp>>_exp - (expadj * (<<$attskltmp>>_lvl - 1) * (<<$attskltmp>>_lvl - 1) / 180)
  196. if exptmp < 0: exptmp = 0
  197. <<$attskltmp>>_lvl -= 1
  198. <<$attskltmp>>_deg = degtmp
  199. <<$attskltmp>>_exp = (expadj * (<<$attskltmp>>_lvl - 1) * (<<$attskltmp>>_lvl - 1) / 180) + exptmp
  200. !! This will only do anything if the PC builds exp well in excess of what is needed to level
  201. if <<$attskltmp>>_exp > (expadj * (<<$attskltmp>>_lvl) * (<<$attskltmp>>_lvl) / 180): <<$attskltmp>>_exp -= (2 * <<$attskltmp>> - 1) / 10
  202. end
  203. <<$attskltmp>>_lvlst = <<$attskltmp>>_lvl
  204. <<$attskltmp>>_mem = <<$attskltmp>>_exp
  205. "
  206. killvar 'degtmp' & killvar 'exptmp'
  207. killvar 'degadj' & killvar 'expadj' & killvar '$attskltmp'
  208. i += 1
  209. if (x = 1 and i < arrsize ('$att_name')) or (x = 2 and i < arrsize ('$skl_name')): jump 'degloop'
  210. i = 0 & x += 1
  211. if x < 3: jump 'degloop'
  212. killvar 'i' & killvar 'x'
  213. end
  214. !!Advancement Loop
  215. i = 0 & x = 1
  216. :advloop
  217. expadj = 60
  218. tl = 0
  219. :trtadvloop
  220. tltp = 0
  221. :trtadvinsdlp
  222. !!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.
  223. dynamic "
  224. if <<$traitattskl[tl]>> > 0 and <<$traitattskl[tl]>>[tltp + 1] = x and <<$traitattskl[tl]>>[tltp + 2] = i and <<$traitattskl[tl]>>[tltp + 3] ! 0: expadj += <<$traitattskl[tl]>>[tltp + 3]
  225. if <<$traitattskl[tl]>>[tltp + 11] ! 0: insdlpflag = 1
  226. "
  227. if insdlpflag = 1: tltp += 10 & insdlpflag = 0 & jump 'trtadvinsdlp'
  228. tl += 1
  229. if tl < arrsize ('$traitattskl'): jump 'trtadvloop'
  230. killvar 'tl' & killvar 'tltp' & killvar 'insdlpflag'
  231. if x = 1:
  232. $attskltmp = $att_name[i]
  233. else
  234. $attskltmp = $skl_name[i]
  235. end
  236. dynamic "
  237. if <<$attskltmp>>_lvl ! <<$attskltmp>>_lvlst: <<$attskltmp>>_lvl = <<$attskltmp>>_lvlst
  238. if <<$attskltmp>>_exp > (expadj * <<$attskltmp>>_lvl * <<$attskltmp>>_lvl / 180): <<$attskltmp>>_lvl += 1
  239. <<$attskltmp>>_lvlst = <<$attskltmp>>_lvl
  240. <<$attskltmp>>_xpnxt = (expadj * <<$attskltmp>>_lvl * <<$attskltmp>>_lvl / 180) + 1
  241. if <<$attskltmp>>_lvl / 5 > <<$attskltmp>>_flr: <<$attskltmp>>_flr = <<$attskltmp>>_lvl / 5
  242. if <<$attskltmp>>_lvl > (100 + (<<$attskltmp>>_muta * 50)): <<$attskltmp>>_lvl = (100 + (<<$attskltmp>>_muta * 50))
  243. if <<$attskltmp>>_exp > (expadj * (<<$attskltmp>>_lvl + 1) * (<<$attskltmp>>_lvl + 1) / 180) - 1:
  244. <<$attskltmp>>_exp = (expadj * (<<$attskltmp>>_lvl + 1) * (<<$attskltmp>>_lvl + 1) / 180) - 1
  245. <<$attskltmp>>_mem = <<$attskltmp>>_exp
  246. end
  247. "
  248. killvar 'expadj' & killvar '$attskltmp'
  249. i += 1
  250. if (x = 1 and i < arrsize ('$att_name')) or (x = 2 and i < arrsize ('$skl_name')): jump 'advloop'
  251. i = 0 & x += 1
  252. if x < 3: jump 'advloop'
  253. killvar 'i' & killvar 'x'
  254. !!Attribute set section
  255. !!This is where an attribute pcs_"name" is set by "name"_lvl and any adjustments are added
  256. !!Even though most of these could be done without doing a _lvl to pcs_ convertion, doing so is future proofing
  257. pcs_stren = stren_lvl
  258. if pcs_stren < 1: pcs_stren = 1
  259. pcs_agil = agil_lvl
  260. if pcs_agil < 1: pcs_agil = 1
  261. pcs_vital = vital_lvl
  262. if pcs_vital < 1: pcs_vital = 1
  263. pcs_intel = intel_lvl - bimbostupidity - (5 * noorgasm)
  264. if pcs_intel < 1: pcs_intel = 1
  265. pcs_react = react_lvl
  266. if pcs_react < 1: pcs_react = 1
  267. pcs_sprt = sprt_lvl
  268. if pcs_sprt < 1: pcs_sprt = 1
  269. pcs_chrsm = chrsm_lvl
  270. if pcs_chrsm < 1: pcs_chrsm = 1
  271. pcs_prcptn = prcptn_lvl
  272. if pcs_prcptn < 1: pcs_prcptn = 1
  273. pcs_magik = magik_lvl
  274. if pcs_magik < 0: pcs_magik = 0
  275. !!Skill set Section
  276. !!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.
  277. !!Jabs; Quick strikes that do not have much power
  278. pcs_jab = (jab_lvl + (pcs_agil * 2 + pcs_stren) / 3) / 2 - notfem
  279. jab[1] = 0 & jab[2] = 1 & jab[3] = -1
  280. !!Power Strikes; Hard strikes that are harder to land
  281. pcs_punch = (punch_lvl + (pcs_stren * 2 + pcs_agil) / 3) / 2 - notfem
  282. punch[1] = 0 & punch[2] = 1 & punch[3] = -1
  283. !!Kicks; Kicking, enough said
  284. pcs_kick = (kick_lvl + (pcs_stren * 3 + pcs_agil) / 4) / 2 - notfem
  285. kick[1] = 0 & kick[2] = 1 & kick[3] = -1
  286. !!Defence; Covers both blocking and dodging
  287. pcs_def = (def_lvl + (pcs_agil + pcs_stren + pcs_react) / 3) / 2 - notfem
  288. def[1] = 0 & def[2] = 1 & def[3] = 4 & def[4] = -1
  289. !!Marksmanship; Could be guns, bows, or spells
  290. pcs_shoot = (shoot_lvl + (pcs_agil + pcs_react) / 2) / 2
  291. shoot[1] = 1 & shoot[2] = 4 & shoot[3] = -1
  292. !!Singing; Should be self-explanatory
  293. pcs_vokal = (vokal_lvl + (pcs_intel + pcs_chrsm) / 2) / 2
  294. vokal[1] = 3 & vokal[2] = 6 & vokal[3] = -1
  295. !!Tailoring; Should be self-explanatory
  296. pcs_sewng = (sewng_lvl + (pcs_agil + pcs_intel) / 2) / 2
  297. sewng[1] = 1 & sewng[2] = 3 & sewng[3] = -1
  298. !!Instrumental Music; Skill at playing an instrument(s)
  299. pcs_instrmusic = (instrmusic_lvl + (2 * pcs_agil + pcs_intel) / 3) / 2
  300. instrmusic[1] = 1 & instrmusic[2] = 3 & instrmusic[3] = -1
  301. !!Photography; Should be self-explanatory
  302. pcs_photoskl = (photoskl_lvl + (2 * pcs_intel + pcs_react) / 3) / 2
  303. photoskl[1] = 3 & photoskl[2] = 4 & photoskl[3] = -1
  304. !!Artistic Skills; painting, drawing etc.
  305. pcs_artskls = (artskls_lvl + (pcs_intel + pcs_react + pcs_agil) / 3) / 2
  306. artskls[1] = 1 & artskls[2] = 3 & artskls[3] = 4 & artskls[4] = -1
  307. !!Modern Dancing; This is the basic dance skill and replaces 'dance'
  308. pcs_danc = (danc_lvl + (pcs_agil + pcs_react + pcs_vital) / 3) / 2 - notfem
  309. danc[1] = 1 & danc[2] = 2 & danc[3] = 4 & danc[4] = -1
  310. !!Erotic Dancing; This is used when individual eroticism is being displayed, also covers & replaces strip tease
  311. pcs_dancero = (dancero_lvl + (pcs_agil + pcs_chrsm + pcs_vital) / 3) / 2 - notfem + (3 * flxibt)
  312. dancero[1] = 1 & dancero[2] = 2 & dancero[3] = 6 & dancero[4] = -1
  313. !!Pole Dancing; Should be self-explanatory
  314. pcs_dancpol = (dancpol_lvl + (pcs_agil + pcs_stren + pcs_chrsm) / 3) / 2 - notfem + (3 * flxibt)
  315. dancpol[1] = 0 & dancpol[2] = 1 & dancpol[3] = 6 & dancpol[4] = -1
  316. !!Chess; Should be self-explanatory
  317. pcs_chess = (chess_lvl + pcs_intel) / 2 + (5 * logictrt)
  318. chess[1] = 3 & chess[2] = -1
  319. !!Gaming; Abstracts skills at all types of Table Top games
  320. pcs_ttgmng = (ttgmng_lvl + (2 * pcs_intel + pcs_react) / 3) / 2
  321. ttgmng[1] = 3 & ttgmng[2] = 4 & ttgmng[3] = -1
  322. !!People skills; basic human interaction skill set
  323. pcs_humint = (humint_lvl + (pcs_prcptn + pcs_chrsm + pcs_react)/3) / 2 + (5 * chrmng) - (5 * meantrt)
  324. humint[1] = 4 & humint[2] = 6 & humint[3] = 7 & humint[4] = -1
  325. !!Persuasion; Trained skill at getting people to agree with you or like you
  326. pcs_persuas = (persuas_lvl + (pcs_prcptn + pcs_chrsm) / 2) / 2 + (5 * chrmng) - (5 * meantrt)
  327. persuas[1] = 6 & persuas[2] = 7 & persuas[3] = -1
  328. !!Running; Should be self-explanatory
  329. pcs_run = (run_lvl + (2 * (pcs_agil + pcs_stren) + pcs_vital) / 5) / 2 - notfem
  330. run[1] = 0 & run[2] = 1 & run[3] = 2 & run[4] = -1
  331. !!Volleyball; Should be self-explanatory
  332. pcs_vball = (vball_lvl + (2 * pcs_agil + pcs_react + pcs_stren + pcs_vital) / 5) / 2 - notfem
  333. vball[1] = 0 & vball[2] = 1 & vball[3] = 2 & vball[4] = 4 & vball[5] = -1
  334. !!Ice Skating; Should be self-explanatory
  335. pcs_icesktng = (icesktng_lvl + (2 * pcs_agil + pcs_stren) / 3) / 2 - notfem
  336. icesktng[1] = 0 & icesktng[2] = 1 & icesktng[3] = -1
  337. !!Wrestling; Should be self-explanatory
  338. pcs_wrstlng = (wrstlng_lvl + (2 * pcs_stren + pcs_vital + pcs_agil) / 4) / 2 - notfem
  339. wrstlng[1] = 0 & wrstlng[2] = 1 & wrstlng[3] = 2 & wrstlng[4] = -1
  340. !!Football; Should be self-explanatory
  341. pcs_ftbll = (ftbll_lvl + (pcs_vital + pcs_agil + pcs_stren) / 3) / 2 - notfem
  342. ftbll[1] = 0 & ftbll[2] = 1 & ftbll[3] = 2 & ftbll[4] = -1
  343. !!Spell Casting; The ability to Successfully cast spells
  344. pcs_splcstng = (splcstng_lvl + (pcs_intel + pcs_react) / 2) / 2
  345. splcstng[1] = 3 & splcstng[2] = 4 & splcstng[3] = -1
  346. !!Observation; trained skill in noticing one''s surroundings and events (nothing but surface detail)
  347. pcs_observ = (observ_lvl + (pcs_prcptn + pcs_react + pcs_intel)/3) / 2
  348. observ[1] = 3 & observ[2] = 4 & observ[3] = 7 & observ[4] = -1
  349. !!Makeup; Skill at applying makeup, goes into the vnesh calc as makupskl/5
  350. pcs_makupskl = (makupskl_lvl + (pcs_intel + pcs_agil) / 2) / 2
  351. makupskl[1] = 1 & makupskl[2] = 3 & makupskl[3] = -1
  352. !!Computer Skill; Skill at using and repairing computers
  353. pcs_compskl = (compskl_lvl + pcs_intel) / 2 + (5 * logictrt)
  354. compskl[1] = 3 & compskl[2] = -1
  355. !!Hacking; Skill at hacking computer systems
  356. pcs_comphckng = (comphckng_lvl + (pcs_intel + pcs_react) / 2) / 2 + (5 * logictrt)
  357. comphckng[1] = 3 & comphckng[2] = 4 & comphckng[3] = -1
  358. !!Handy-work; Used for non-mechanic work, i.e. plumbing
  359. pcs_hndiwrk = (hndiwrk_lvl + (2 * pcs_agil + pcs_intel) / 3) / 2
  360. hndiwrk[1] = 1 & hndiwrk[2] = 3 & hndiwrk[3] = -1
  361. !!Serving; Covers all aspects of waitressing and bartending
  362. pcs_servng = (servng_lvl + (pcs_intel + pcs_vital) / 2) / 2
  363. servng[1] = 2 & servng[2] = 3 & servng[3] = -1
  364. !!Modelling; Knowing how to pose and hold poses for long periods of time
  365. pcs_mdlng = (mdlng_lvl + (pcs_agil + pcs_vital) / 2) / 2 - notfem
  366. mdlng[1] = 1 & mdlng[2] = 2 & mdlng[3] = -1
  367. !!Medicine; Basic medical knowledge up to the level of Nursing
  368. pcs_medcn = (medcn_lvl + (pcs_intel + pcs_react + pcs_prcptn) / 3) / 2
  369. medcn[1] = 3 & medcn[2] = 4 & medcn[3] = 7 & medcn[4] = -1
  370. !!Skiing; Should be self-explanatory
  371. !!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
  372. !!pcs_skng = (skng_lvl + (2 * pcs_agil + pcs_stren) / 3) / 2
  373. !!{skng[1] = 0 & skng[2] = 1 & skng[3] = -1}
  374. !!Larceny; picking locks, hotwire cars etc.; basic thief/stealing skills
  375. !!To add this skill, copy this "$skl_name[x] = 'thiefskls'" to the end of the skils list above and replace the x with the next index number, then remove the comment and bracket marks on the next two lines and delete this line
  376. !!pcs_thiefskls = (thiefskls_lvl + (2 * pcs_agil + pcs_react) / 3) / 2
  377. !!{thiefskls[1] = 1 & thiefskls[2] = 4 & thiefskls[3] = -1}
  378. !!Mechanic; Auto mechanic skill, can work on your own car
  379. !!To add this skill, copy this "$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
  380. !!pcs_mchanc = (mchanc_lvl + (2 * pcs_agil + pcs_intel) / 3) / 2
  381. !!{mchanc[1] = 1 & mchanc[2] = 3 & mchanc[3] = -1}
  382. !!Gambling; Should be self-explanatory
  383. !!To add this skill, copy this "$skl_name[x] = 'gmbling'" to the end of the skils list above and replace the x with the next index number, then remove the comment and bracket marks on the next two lines and delete this line
  384. !!pcs_gmbling = (gmbling_lvl + (2 * pcs_prcptn + pcs_intel + pcs_react) / 4) / 2
  385. !!{gmbling[1] = 3 & gmbling[2] = 4 & gmbling[3] = 7 & gmbling[4] = -1}
  386. !!Seduction; Trained art of making yourself sexually desired, by words, body language, tone etc.; should be checked with either a +hotcat or on a 300point scale with +vnesh (set elsewhere so not added here)
  387. !!To add this skill, copy this "$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
  388. !!pcs_sdctn = (sdctn_lvl + (pcs_prcptn + pcs_chrsm) / 2) / 2
  389. !!{sdctn[1] = 6 & sdctn[2] = 7 & sdctn[3] = -1}
  390. !!Computer Gaming; Skill at playing assorted computer and console games.
  391. !!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
  392. !!pcs_compgame = (compgame_lvl + (pcs_agil + pcs_react) / 2) / 2
  393. !!{compgame[1] = 1 & compgame[2] = 4 & compgame[3] = -1}
  394. --- stat_sklattrib ---------------------------------