Ideas:chad3f:SkillsSystem: Difference between revisions

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imported>Danter
imported>Chad3f
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The method for applying these attributes is to calculate the proportion that each is of the whole (this can be done up front in the code). The reason for using weights instead of raw percentages is so a person doesn't have to adjust all other values to total 100 just because they add/remove/change a single skill.
 
For the sake of calculations, all current player skill values are converted to a number in the range of 0.0 to 1.0. How this is done should remain independent of this portion of the skill system, but the values are assumed to be a linear value where 0.0 = complete novice, and 1.0 = perfect expert.
 
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 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).