Ideas:chad3f:SkillsSystem: Difference between revisions
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Some of these ideas may have already been mentioned in some form, but this will cover my ideas as a whole.
=== Acquired
Instead of limiting skills to general attributes such as atk and def, create itemized skills that map to realistic real-world skills (where possible, as a few synthetic ones may be needed).
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Except for ''Enemy experience'', all of these skills would also be assigned to creatures. And with persistent non-player storage support, even specific player experience could be a factor for creatures. So the more you fight a specific create (or maybe type in an area), the better it is against you
=== Item Skills ===
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The proportional skills from the item is then scaled (multiplied) against the player's current value for the corresponding skill. All of these values are added together, which have a maximum total of 1.0. This total is then use to apply/scale the item's normal potential (like atk, or whatever might replace it) and applied as needed. As skills are gained from use of an item, the gain is divided up based on the proportion each skill's weight and added to the player's skills (based on it's independent implementation).
To allow externally defined/gained skills (like those that may be taught by an NPC) which shouldn't be implicitly increased by using them, another option could be added to the [xml] description for those skills. In this case, gained skills could either be distributed as normal (skipping updates for those skill(s)), or calculate update proportions as if those special skills didn't exist.
==== Example Case ====▼
Assuming a new player, that has no skills except the default ''attacking'' skill that has a value of 0.5. The player has a knife a preceeds to use it, over time gains skills related to it. The maximum atk potential of a knife for this example is 10.▼
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Here are the calculated proportions for a knife, along with the player's skills and scaled result:
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effective_atk = (10 * 0.074) +/- (10 * 20%) = 0.74 +/- 2.0 = [0.00 - 2.74]
In this case, let's assume the the number 1.60 was generated.
portion skill xp
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strength 0.014 0.29
These dived xp points are then added to each skill (this example assumes skill is stored as xp and converted to [0-1] skill values when needed). The next time the weapon is used, the new skill values contribute to it's potential as
Now let's say that many days (or weeks/months) have passed with the player constaintly using only their knife and improving their associated skills.. so much so, they have maxed out all those skills to their full potential (1.0) and finally decide to upgrade to a short_sword with a full atk of 20.
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Now the values shown may not be very realistic, as they were just needed to demonstrate the algorithm.
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Other pages
* [[Ideas:chad3f:CombatSystem|Combat System]]
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