Ideas:chad3f:SkillsSystem: Difference between revisions

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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).
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 ===
=== Example Case ===