Author Topic: StatsThroughSkills II  (Read 43936 times)

Offline Xfin

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StatsThroughSkills II
« on: October 01, 2015, 06:31:06 AM »
Ok so here loved the idea of this mod but it felt like it had a 'few' minor problems.. so here looked around for ways here could possible change the flaws and the results are
http://puu.sh/kuqu6.zip (edit, minor oversight fixed)

Changing it form editing your base stats to 4 invisible status effects to remove removing the ability to steal base points, for skills,
The problem i see now with it is it now will always have your stats highlighted in green....

Any flaws here might of missed? (side form now leaving in unused functions form the original one
« Last Edit: October 01, 2015, 06:52:26 AM by Xfin »
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Offline Midaychi

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Re: StatsThroughSkills II
« Reply #1 on: October 01, 2015, 08:39:18 AM »
With this method though, couldn't you technically put all your starting points into stats instead of skills, and use books to boost them to much higher than with version 1?
Put two into nightvision and light step, then raid a mansion library at night with a bindle or something, then run away and plant yourself next to the shelter, go outside every once in awhile to forage for food and water.

Ie: Start with like 14-16 str, end up with 20+ from reading various strength themed books. Just need to get heavy 100% coverage armour and tiger style, maybe a little dext, punch zombie hulks to death.
« Last Edit: October 01, 2015, 08:40:52 AM by Midaychi »

Offline Onisuzume

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Re: StatsThroughSkills II
« Reply #2 on: October 01, 2015, 08:45:47 AM »
Eh, with the old version you already had the potential to end up with something like 25+ stats, more if you add bionics and mutations. Allowing you to keep your starting high stats would compound that problem even further.

Offline Xfin

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Re: StatsThroughSkills II
« Reply #3 on: October 01, 2015, 08:49:34 AM »
That a problem i been meaning to solve..have a few ideas but..

well it really was just a test

And have reached up to 48 on most stats with the original mutations bionics and drugs..
« Last Edit: October 01, 2015, 08:54:36 AM by Xfin »
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Offline Coolthulhu

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Re: StatsThroughSkills II
« Reply #4 on: October 01, 2015, 09:28:47 AM »
Instead of having breakpoints at skills 3/6/9, you could sum the total skills for x stat, then divide it at the very end.
Then you could have a higher divisor without making it harder.
For example, with 2 swimming and 2 bashing, you'd have 4 points of strength bonus, then divide it by some number (say, 4) to get 1 str bonus. As opposed to current version, in which you can have 2 in every skill and still don't get even 1 point of boost.

The hack with effects sounds more exploitable than just allowing to decrease stats below 8.
Instead of effects, you could store the stats as global variables on the Lua side and then decrease the resulting stats if player lowered ones at start.
The most proper solution would involve allowing a mod to disable changing stats in the sources, though.

Offline Xfin

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Re: StatsThroughSkills II
« Reply #5 on: October 01, 2015, 01:40:41 PM »
Mhmm..totally all skills up to one value was planned but then to use that value.

/4 doesn't feel right. neither would any / values

idealy would rather have it use every 4, 8 , 16.. but heres not sure how to do that without a ton of if()s

keeping the ability to change base stats is intended with this one. but i don't want the mod like been able to give +20 if you manage to survive a year. or find every skill book n read them.. you get better but wont become godlike

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Offline Zombies-R-Us

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Re: StatsThroughSkills II
« Reply #6 on: October 01, 2015, 04:00:44 PM »
It definitely needs to have a cap, getting up to +21 to either stat just from having raided a library or two is a bit ridiculous.

In my current playthrough I'm using the original mod, and I went around this by simply adding an if block that checks if a stat bonus is higher than 11 (so +3 from original) and reduces it to 11 and then proceeds to check feat bonuses.

However, lately I've been thinking that it would be better to have a bit higher cap, but one that is much harder to reach. So I thought to give it a progression where the first stat increase needs 3 skill-ups of one skill, then the second needs 6 skill-ups, the third needs 9, and so on, where to get +6 you'd need 63 total skill ups (that is all 7 skills relevant to the stat to be at least level 9). At the moment I've only done this by adding those many ifs you talked about and it works, with one problem: the function you use to add the stats to the player seems to be adding always 1 stat less than the variable stat_bonus that is given to it. I've gone around it by adding stat_bonus+1 in the function call, but I am curious to know why it does this.

I also have 2 more questions:
1) is it possible to make the main function be called at character startup so that we don't need to wait for midnight in order to have the stat bonuses?
2) It seems a bit dumb that strength is increased by reading books, so ideally we'd want to have a mod that increases stats not by skills, but rather by actions taken by player. Is this doable with the current modding options that we have?

Offline IguanaMan

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Re: StatsThroughSkills II
« Reply #7 on: October 02, 2015, 09:20:14 AM »
It definitely needs to have a cap, getting up to +21 to either stat just from having raided a library or two is a bit ridiculous.

In my current playthrough I'm using the original mod, and I went around this by simply adding an if block that checks if a stat bonus is higher than 11 (so +3 from original) and reduces it to 11 and then proceeds to check feat bonuses.

However, lately I've been thinking that it would be better to have a bit higher cap, but one that is much harder to reach. So I thought to give it a progression where the first stat increase needs 3 skill-ups of one skill, then the second needs 6 skill-ups, the third needs 9, and so on, where to get +6 you'd need 63 total skill ups (that is all 7 skills relevant to the stat to be at least level 9). At the moment I've only done this by adding those many ifs you talked about and it works, with one problem: the function you use to add the stats to the player seems to be adding always 1 stat less than the variable stat_bonus that is given to it. I've gone around it by adding stat_bonus+1 in the function call, but I am curious to know why it does this.

I also have 2 more questions:
1) is it possible to make the main function be called at character startup so that we don't need to wait for midnight in order to have the stat bonuses?
2) It seems a bit dumb that strength is increased by reading books, so ideally we'd want to have a mod that increases stats not by skills, but rather by actions taken by player. Is this doable with the current modding options that we have?
Would you consider releasing the code of the edits you have made so far?  Would like to expand on it and also may be able to see where the -1 error is coming from.

Offline Zombies-R-Us

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Re: StatsThroughSkills II
« Reply #8 on: October 02, 2015, 02:19:45 PM »
Would you consider releasing the code of the edits you have made so far?  Would like to expand on it and also may be able to see where the -1 error is coming from.

Of course man here you go
(click to show/hide)

I don't like the code repeating like that but I also don't know lua syntax so I didn't know how to make it nicer. Anyway if you make something nice of it let us know :)

PS. Thanks Xfin for this edit it works much better than the original mod.

Offline Xfin

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Re: StatsThroughSkills II
« Reply #9 on: October 02, 2015, 02:37:49 PM »
If you want to know the reason why you needed to add one to the end, is because due to using the scale part of the effects only starts when the intensity is over 1 as i don't use the base_mods part of it


Still i think my ending plan for this one is a massively down scaled version of the original so your char does get better if you put
work in it.. might even have some skill relate to more then 1 stat due to the fact it going to take far more points...

Main problem i really see is the game has a overall extremity major effect on each stat point
the leap form 8 str to 12 is huge.. akin to like.. 15 to 105 in other games

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Offline Sternenfisch

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Re: StatsThroughSkills II
« Reply #10 on: October 07, 2015, 02:08:43 PM »
Hi there,

 you know what's bothering me about that mod?

I might end up (as I don't know which stats are affected by which skill) with
1. Points spend on stats during character creation that are obviously wasted.
2. Waking up after one day to be suddenly to weak to even smash a fridge (to get rubber hose to get fuel to drive around)

That was making me not use the mod anymore after last time.

Offline Nikolai Don Bonavitch

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Re: StatsThroughSkills II
« Reply #11 on: October 10, 2015, 01:30:00 AM »
Hi there,

 you know what's bothering me about that mod?

I might end up (as I don't know which stats are affected by which skill) with
1. Points spend on stats during character creation that are obviously wasted.
2. Waking up after one day to be suddenly to weak to even smash a fridge (to get rubber hose to get fuel to drive around)

That was making me not use the mod anymore after last time.


And that's why skill rust is EVIL.
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Offline Catfoodbob

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Re: StatsThroughSkills II
« Reply #12 on: November 01, 2015, 03:52:13 PM »
why not make stat increases require a certain amount of actions. like perception increases require spaces explored, intel requires you read books even the moral books, dex requires you move through difficult terrain or sewing, and str requires you to punch things with katanas and the like.

and make all these in a passive pool which each stat requires you to consume a certain amount from the pool.

Offline Maey

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Re: StatsThroughSkills II
« Reply #13 on: November 06, 2015, 09:25:40 AM »
What I did for my game is change it to sum the skill points for each attribute, then use a square root of that for the attribute bonus. It means no breakpoints, slightly faster first point, but the rate of improvement falls off rapidly.

Offline Theundyingcode

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Re: StatsThroughSkills II
« Reply #14 on: November 06, 2015, 05:28:20 PM »
What I did for my game is change it to sum the skill points for each attribute, then use a square root of that for the attribute bonus. It means no breakpoints, slightly faster first point, but the rate of improvement falls off rapidly.

I like that idea as real life works this way.  If your out of shape it's (relatively) easy to get stronger but a full time athlete is going to see much slower growth. It is also self limiting which removes the need to argue about what the cap should be.
« Last Edit: November 06, 2015, 05:30:40 PM by Theundyingcode »
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