Decyphering skill_types.xml?

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Eslake
 
Posts: 73
Joined: 30 Dec 2014, 17:15

Decyphering skill_types.xml?

Post by Eslake » 24 Feb 2015, 11:06

Has anyone managed to translate the durations besides the first value being simple seconds?

The repeated claim is that the value represents..
<duration const="Value1 Value2</duration>

Value1 = a number of seconds
Value2 = a denominator by which to divide skill to produce a number of seconds to Subtract from Value 1, reducing the skill use time for higher skill.

And some skills seem to fit that With Some Settings.

Prospect copper - default entry.
Code: Select all
        <ability lvl="0" name="Prospect for copper" id="1">
        <duration const="15 10"></duration>
        <ability_skill_mult>1000</ability_skill_mult>



0 skill = 15 seconds
30 skill = 12 seconds
60 skill = 9 seconds
100 skill = 5.5 seconds
(fits the claim)

Changing Value2 to other values between 10 and 100 also seem close.
At 100 skill, with Second value X
X=30 = 11.5s
X=60 = 12.5s
X=90 = 13.5s
X=100 = 14.5s


But the apparent system breaks when we go outside of those parameters.
Using 15 1
0 skill = 9 seconds
- 6 second reduction with a Numerator of 0
100 skill = Instant

Using 5 20
0 skill = 5s
100 skill Should Be instant, but becomes 120 seconds
- apparenty a wrap-around to a maximum value


..
And these values only apply to Some actions.
Inspect a tree, prospecting ores, uprooting..


But place any pair of values into prospect for flint / sling ammo.
Value1 will be applied as whole seconds, and Value2 is simply ignored, regardless of what it might be.
And the <ability_skill_mult> has no impact on these times.


I really want to smooth out these timers.
There are too many instances where skills of the same tier take longer and produce lower skillgains, or the reverse, and IMO almost every action should get quicker with higher relevant skill.

But for many skills there seems to be no way to connect total skill to the time.

Anyone have any concrete information on this subject?


RudgerWolvram
 
Posts: 37
Joined: 01 Jan 2015, 22:27

Re: Decyphering skill_types.xml?

Post by RudgerWolvram » 25 Feb 2015, 01:59

The best luck I've had is with ignoring it completely.

Default:
<ability lvl="0" name="Prospect for copper" id="1">
<duration const="15 10"></duration>
<ability_skill_mult>1000</ability_skill_mult>

Way i set it.

<ability lvl="0" name="Prospect for copper" id="1">
<duration const="">10</duration>
<ability_skill_mult>1000</ability_skill_mult>

What this will do is set the skill to always take 10 seconds, forgoes the need for higher skill since getting it higher is for the new abilities more than just making the skill faster.

So, I ignore it and set it to a hard value and lower it based on how much time seems "right" for the skill. For example, cutting down a tree? Default time seems appropriate, uprooting? No rewards, just potential skill gain occasionally? 3 seconds. Means people are more likely to uproot.


Maegfaer
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Posts: 246
Joined: 26 Sep 2014, 08:01

Re: Decyphering skill_types.xml?

Post by Maegfaer » 24 Apr 2015, 08:15

Try interpreting it like this:

Duration == (Value1 - RealSkillLevel/Value2) * tool quality

:good:
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Razoreqx
 
Posts: 91
Joined: 06 Oct 2014, 13:13

Re: Decyphering skill_types.xml?

Post by Razoreqx » 24 Apr 2015, 12:11

Maegfaer wrote:Try interpreting it like this:

Duration == (Value1 - RealSkillLevel/Value2) * tool quality

:good:



This is exactly how ive been setting up new actions and changing timers.
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GriffinLion
 
Posts: 3
Joined: 13 Mar 2016, 01:11

Re: Decyphering skill_types.xml?

Post by GriffinLion » 13 Mar 2016, 02:37

When i use the following script.

<ability lvl="0" name="Prospect for copper" id="1">
<duration const="">10</duration>
<ability_skill_mult>1000</ability_skill_mult>

it turn's the action into like 10mins instead of 10secs to complete?

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