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Author Topic: Stat-driven Skills: How They Work  (Read 4273 times)

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Stat-driven Skills: How They Work
« on: »
This thread is to discuss the broad direction we all think such a  mod should take (more heads are better than one).

May I start by tossing some ideas out there...

1. There are working examples already of skills unlocking from other skills (built-in to GUTS) and skills unlocking from stat investments (developed by gyt specifically for a classless char idea).  I propose we start with skills unlocking from stat investments only, because that would (imo) make the stat investments more important and require more planning (also in the interest of  keeping it simple, at least to start; we can always try fancier stat-&-skill combo requirements later).

2.  I agree with gytfunke's idea that you'd need a "short forest" of skills to make this concept viable/fun.  So I propose early on we try to make a "system" for stat-based skills - some set of file templates, maybe a custom skill-tree .layout, etc. which are specifically meant to make adding skills easy enough to crowd-source.  Let's face it; there are so few of us here, so lack-of-time and burn-out are very real. 

3.  I propose we start with just the four current stats (str, dex, vit & foc) again to keep it simple.  But we might design it to allow for more stats in the future and I think it'd be important to design it so it's easy to tweak for different stat-mechanics like RnF's stat overhaul mod (where gyt was also a major contributor, incidentally). A personal dream combo of mine would be a stable classless skill system working off of RnF's stat set-up.

Hoping I've caught you guys' fancy with all this!


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Stat-driven Skills: How They Work
« Reply #1 on: »
Hi @gytfunke !

I thank you again for pointing out how you used the skill tree .layout to get stats to drive skill unlocks.  But pls pardon me, there's just too much in there that I am not familiar with at all. I thought I could reverse-engineer it but I just can't (breaks down sobbing)!

Anyway, can I request something like a mini-tutorial of what those things are in the skill tree .LAYOUT, what they link to or drive elsewhere, what has to be written into the skill .DATs themselves, if anything, etc.

Thanks for any help!
« Last Edit: April 19, 2015, 04:19:58 am by Phanjam »


Re: Stat-driven Skills: Alternative Unlocking Mechanic
« Reply #2 on: »
Oh before you do any tutorials ;) , I just wanted to throw this out there... I get how the skilltree could control the unlocking, but doesn't that mean what you're unlocking is the skill position on the tree, not the skill itself?

Wouldn't it be simpler (assuming it's possible) to control unlocking of skill levels inside the skill .DAT, same way as like LEVEL_REQUIRED?  So in this stat-based project, a skill level would need a certain Stat Counter to be at a certain level before it would become available?
« Last Edit: April 04, 2015, 11:16:16 pm by Phanjam »


Re: Stat-driven Skills: Request For Help
« Reply #3 on: »
Hey PJ.  The skill tree UI's the best way I could find to do stat requirements.   From inside the skill there's no way to keep people from investing skill points into a skill due to inadequate stats.  You can keep them from using it, but they can still spend points on a skill they can't use.

I'll explain it sometime soon, but I've got a lot of homework for the next 2 weeks.

Re: Stat-driven Skills: Request For Help
« Reply #4 on: »
Okay, it took me just a couple minutes to do this vid.  Then I realized you said you didn't need it, but here it is anyways:



So, are you thinking you want separate stat requirements per level of a skill?

E.g.:
Flamehammer
Lv 1 requires 15 Str
Lv 2 requires 20 Str
lv 3 requires 30, etc?

Yeah, we could probably do that.  It would just take a little extra logicking.

Re: Stat-driven Skills: Request For Help
« Reply #5 on: »
stat requirements per level of a skill?
Maybe do it as tier-bonuses?
Lv 1-4 requires 15 Str

lv 5 requires 20 Str (for tier1-bonus)
Lv 5-9 requires 20 Str

lv 10 requires 30 (for tier2-bonus)
lv 10-14 requires 30

lv 15 requires 40 (for tier3-bonus)

It looks easier and there is some additional incentive. But it must be bound to the base Stat value (to avoid tricks with items +Stat)
« Last Edit: April 06, 2015, 11:46:08 pm by Kva3imoda »

Re: Stat-driven Skills: Request For Help
« Reply #6 on: »
Quote from: gytfunke
Okay, it took me just a couple minutes to do this vid.  Then I realized you said you didn't need it, but here it is anyways:

Thanks so much gyt! Oh and I didn't mean that I don't need it - I just didn't want you to go thru the trouble of making one, IF the other way I was asking about was easier to do (which it turns out, won't work for what we need).

I've downloaded the vid to be able to play/replay easily (also the sound aint too good :P so I'll probably augment that).  I aim to proceed something like...

1. Learn how to plug skills into your modified tree system first,
2. Modify some of the existing TL2 skills to plug those into your tree,
3. Eventually learn how to "maintain" the tree system itself (like if we ever want to add more skill-slots)

In line with number 3, I see that using a slider gives you much more freedom than using tabs.  But is there a limit to how "wide" the skill slider can be?

Quote from: Kva3imoda
Quote from: gytfunke
So, are you thinking you want separate stat requirements per level of a skill?

        E.g.:
        Flamehammer
        Lv 1 requires 15 Str
        Lv 2 requires 20 Str
        lv 3 requires 30, etc?

        Yeah, we could probably do that.  It would just take a little extra logicking.

    Maybe do it as tier-bonuses?
    Lv 1-4 requires 15 Str

    lv 5 requires 20 Str (for tier1-bonus)
    Lv 5-9 requires 20 Str

    lv 10 requires 30 (for tier2-bonus)
    lv 10-14 requires 30

    lv 15 requires 40 (for tier3-bonus)

    It looks easier and there is some additional incentive. But it must be bound to the base Stat value (to avoid tricks with items +Stat)

Yes this is what I'm thinking. @Kva3imoda  , your suggestion is fine if the skills will have that many levels, but with this "classless character" concept the idea with the skills is to have "fewer skill levels, but many many more skills", so the player can build their char with any skills they want; they just have to build their stats to meet the requirements of the skill.  By fewer skill levels, maybe the maximum is 5 levels.

@gytfunke when you say "more logicking" is that hard to do?

*************

((SORRY I edited your post, Phanjam, I was trying to Quote it!))

Lol no problem, uh... gyt? Kva?
« Last Edit: April 10, 2015, 07:28:41 pm by Phanjam »


Re: Stat-driven Skills: Request For Help
« Reply #7 on: »
your suggestion is fine if the skills will have that many levels, but with this "classless character" concept the idea with the skills is to have "fewer skill levels
Oh, my fault, I forget it.  :) But I follow it now.

Re: Stat-driven Skills: Request For Help
« Reply #8 on: »
Ahem.  Not much logicking.  I'll figure it out when I have time.

Re: Stat-driven Skills: Request For Help
« Reply #9 on: »
Hey Kva no problem! The same logic can be used for a mod with fewer skills with more levels per skill.

Thanks gyt! Oh and aside from...
Quote from: gytfunke
Lv 1 requires 15 Str
Lv 2 requires 20 Str
Lv 3 requires 30, etc?
Can a skill level require certain levels of more than one stat, like...
Lv 3 requires 30 Str AND 30 Dex ?

And would there be a limit to that? Like could a skill require certain levels for all 4 stats?
« Last Edit: April 10, 2015, 07:32:46 pm by Phanjam »


Re: Stat-driven Skills: Request For Help
« Reply #10 on: »
Hey Phanjam,

Yes.  It's really easy to add extra stat requirements to a skill.  I'll do that, too.

Re: Stat-driven Skills: Request For Help
« Reply #11 on: »
Hi gyt!

I was able to watch your vid-tut more thoroughly a few nights ago - I saw how you set stat requirements for a skill and I can see how it wouldn't be difficult to replicate that for more than one stat (sorry for asking without really going through your vid!).

I also saw how you can keep adding more skill columns via copy-paste.  And that's kinda the reason I asked about the skill-slider.

If you wanted to keep all the skills on one slider, the short forest would need a pretty loooong slider!  Can the skill dialog still work via tabs?  Altho I'm thinking the tabs would be wider than the vanilla ones.  I'm thinking of something like this...
  • 5 skill-columns to a tab / skills are 4 levels max
  • left & right tab navigation buttons
  • related skills can group on 1 tab (tab could be named to match)

  • standard background graphics for all tabs
  • skill icons use "image state" for unavailable/available/invested

Whaddya think?
« Last Edit: April 14, 2015, 08:36:33 am by Phanjam »


Re: Stat-driven Skills: Request For Help
« Reply #12 on: »
Here's an alternative layout.  I got 6 skills onto the tab.  Progression thru the skill's 4 levels is represented by boxed numerals which light up as you invest...



Re: Stat-driven Skills: Request For Help
« Reply #13 on: »
Yup, those would both work.

And multiple stat requirements would just require two stat evaluators and a logic gate, like this:

(STAT1=True)+(STAT2=True)-->LOGIC GATE(Requires stat1/2 to be true)-->Unlock skill icon.

Re: Stat-driven Skills: How They Work
« Reply #14 on: »
Sorry for the long silence- it's been a rough week  :-\

I had planned on getting all the logic for stat-based skills down pat in my head this weekend, so I could try making a first sample skill tree.  But RL just wasn't cooperative.

But I'm going to keep at this.  It's really caught my fancy ;)


 

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