Ideas:chad3f:SkillsSystem: Difference between revisions
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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 done above resulting in a slightly better use (statistically speaking, given the random factor).
Now let's say that many days (or weeks/months) have passed with the
As before, here are the calculated proportions/player skills/totals for the sword:
portion player final
attacking 0.118 1.000 0.118
sword 0.235 0.000 0.000
short_sword 0.235 0.000 0.000
slash 0.118 1.000 0.118
stab 0.035 1.000 0.035
range_close 0.118 1.000 0.118
range_medium 0.024 0.000 0.000
agility 0.059 1.000 0.059
strength 0.059 1.000 0.059
+ =====
0.507
In this case all the common skills have been transfered, but the ones not related to a knife as still their untrained defaults. So the final scale is 50.1%, or an effective atk of 10 +/- 4.
Now the values shown may not be very realistic, as they were just needed to demonstrate the algorithm.
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