good news on skillsystem

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Char
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good news on skillsystem

Post by Char » Sat Aug 23, 2003 4:51 pm

i got really good news today. the new skillsystem is completely working, and 95% of it is softcoded.

the only hardcoded part left is the skills / lvlup thingie, but i was able to make the skillcosts themselves softcoded (i have to thank Xeniph here), and i was also able to display the cost for the next skill level on the skills themselves (see here).

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Re: good news on skillsystem

Post by MRZigzz » Sat Aug 23, 2003 6:59 pm

Yay!! :) Can't wait till it comes out!
3-2-1..Let's Jam!

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Re: good news on skillsystem

Post by Alkalund » Sun Aug 24, 2003 3:54 am

Is all that in the screenshot softcoded? That's some good news indeed.

Man, if only I had time to play around with the beta patch...

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Re: good news on skillsystem

Post by Char » Sun Aug 24, 2003 12:58 pm

yes, everything in the screenshot is softcoded and working.

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Re: good news on skillsystem

Post by pmpch » Fri Aug 29, 2003 12:53 pm

skpoints :beer:

:arrow: This will bring D2 to it's knees!

(skill('Enchant'.blvl)*(skill('Enchant'.blvl)+1)/700*skill('Enchant'.blvl)*skill('Enchant'.blvl)/(560-10*skill('Enchant'.blvl))+(skill('Enchant'.blvl)+24)/10)

My little formula. Probably not as good as yours, but still :mrgreen:
Last edited by pmpch on Fri Aug 29, 2003 12:54 pm, edited 3 times in total.
Bedevere: Well, now, uh, Launcelot, Galahad, and I, uh, wait until nightfall, and then leap out of the RABBIT, taking the French, uh, by surprise. Not only by surprise, but totally unarmed!
King Arthur: Who leaps out?

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Re: good news on skillsystem

Post by Char » Fri Aug 29, 2003 1:53 pm

hmm, if i had excel here, i would test the results, but my excel is a bit non-working currently (the reason why i cannot mod currently, but i am working on the problem).

this doesnt really fit here btw, but i will give you a tip anyways: formulas can have 255 characters as a maximum iirc. i had the problem once when my formulas went too long.

and: you stole the ideas of my skillsystem :)

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Re: good news on skillsystem

Post by pmpch » Fri Aug 29, 2003 9:13 pm

255 limits per field, but one could also use a param fieds or an aurafield to add additional formulas, which could be substituted, right?
Btw, you said, that using the aurafields is a way to get random numbers, I there is a rand() function somewhere.
Bedevere: Well, now, uh, Launcelot, Galahad, and I, uh, wait until nightfall, and then leap out of the RABBIT, taking the French, uh, by surprise. Not only by surprise, but totally unarmed!
King Arthur: Who leaps out?

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Re: good news on skillsystem

Post by Char » Fri Aug 29, 2003 9:36 pm

no, there isnt. the getting random numbers is a bit more complex, i use it on monsters with random aura levels (monster spawns with aura level 1 to 6). then, the aura level does nothing but be the random number. lvl 1 means immune fire, lvl 2 immune cold and so on. its also possible to get multiple random numbers, but that is a bit more complex.

and now, back to the topic, please.
Last edited by Char on Fri Aug 29, 2003 9:37 pm, edited 1 time in total.

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