Hi folks,developers
At the moment, we have different kinds of methods to lvl up our Medicine Skills and Rougery skills. The most used methods looks like this
public static void OnPrisonerSell(MobileParty mobileParty, float count)
{
float skillXp = 6f * count;
SkillLevelingManager.OnPartySkillExercised(mobileParty, DefaultSkills.Roguery, skillXp, SkillEffect.PerkRole.None);
}
or
public static void OnRegularTroopHealedWhileWaiting(MobileParty mobileParty, int troopCount)
{
float skillXp = (float)(Campaign.Current.Models.PartyHealingModel.GetSkillXpFromHealingTroop(mobileParty.Party) * troopCount);
SkillLevelingManager.OnPartySkillExercised(mobileParty, DefaultSkills.Medicine, skillXp, SkillEffect.PerkRole.Surgeon);
}
where in this method, the used method has a value of 10.
So for Rougery and lets say 20 Prisoners:
6*20= 120(exp)
So for Medicine and lets say 20 wounded troops
10*20=200(exp)
Without any Skill levelingfactor multiplied.
What i suggest is:
- Take the Tier/Level of the Prisoners/Troops into consideration and not a fixed multiplier.
Result(example):
Medicine
Healing a Recruit should give a based 10 multiplier
Healing a lvl 31 Fian Champoin should give a 40 multiplier for healing
So when I heal 20 Fian Champions and 2 Recruits:
20*40=800 +
2*10=20
=820 (exp)
Rougery:
Selling a Lord should give a flat 20 multiplier
Selling a Fian Champion(lvl) should give a 17 multiplier
So when I sell 20 Fian Champions and 2 Bannerknights and 1 Lord:
17*22 + 20*1= 394(exp)
I know the multipliers need adjustments, but i think this a good way to implement it.
Let me know what you think:
@mexxico @SadShogun @Signalize
@Apocal @Blood Gryphon @Akka @Terco_Viejo
At the moment, we have different kinds of methods to lvl up our Medicine Skills and Rougery skills. The most used methods looks like this
public static void OnPrisonerSell(MobileParty mobileParty, float count)
{
float skillXp = 6f * count;
SkillLevelingManager.OnPartySkillExercised(mobileParty, DefaultSkills.Roguery, skillXp, SkillEffect.PerkRole.None);
}
or
public static void OnRegularTroopHealedWhileWaiting(MobileParty mobileParty, int troopCount)
{
float skillXp = (float)(Campaign.Current.Models.PartyHealingModel.GetSkillXpFromHealingTroop(mobileParty.Party) * troopCount);
SkillLevelingManager.OnPartySkillExercised(mobileParty, DefaultSkills.Medicine, skillXp, SkillEffect.PerkRole.Surgeon);
}
where in this method, the used method has a value of 10.
So for Rougery and lets say 20 Prisoners:
6*20= 120(exp)
So for Medicine and lets say 20 wounded troops
10*20=200(exp)
Without any Skill levelingfactor multiplied.
What i suggest is:
- Take the Tier/Level of the Prisoners/Troops into consideration and not a fixed multiplier.
Result(example):
Medicine
Healing a Recruit should give a based 10 multiplier
Healing a lvl 31 Fian Champoin should give a 40 multiplier for healing
So when I heal 20 Fian Champions and 2 Recruits:
20*40=800 +
2*10=20
=820 (exp)
Rougery:
Selling a Lord should give a flat 20 multiplier
Selling a Fian Champion(lvl) should give a 17 multiplier
So when I sell 20 Fian Champions and 2 Bannerknights and 1 Lord:
17*22 + 20*1= 394(exp)
I know the multipliers need adjustments, but i think this a good way to implement it.
Let me know what you think:
@mexxico @SadShogun @Signalize
@Apocal @Blood Gryphon @Akka @Terco_Viejo
Last edited: