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Ninja Experience

Posted: Sun Jul 16, 2006 8:17 am
by Zed5Duke
I think Ninja its some class of thieves. They known where is hidden passages, how disarm traps its skills about getting protected treasures. So when team reach treasure they should get ninja exp.

Probably DSA will solve problem but i dont have any clue about that stuff. May someone tell me step by step how increase exp when you enter some secret area?

Posted: Sun Jul 16, 2006 8:47 am
by beowuuf
You don't need a DSA. There is a 'skill' option that gives ninja experience when you press a button. Use this actuator in the same place as the normal push button to award skill for opening up a secret area, taking an object out of a crack, etc

Posted: Sun Jul 16, 2006 7:34 pm
by Adamo
besides, you can choose one or more ninja/thieve-looking characters and give some clues to the player, if they`re in the party, like it was in Conflux: when X is in the party, on 3(7,2) tile appears text: "ZED SAYS: THIS WALL LOOKS STRANGE" or "GANDO SAYS: THIS DOOR IS DESTROYABLE", etc.

Posted: Sun Jul 16, 2006 8:45 pm
by Paul Stevens
There is a 'skill' option that gives ninja experience
This is very weak. It adds 300 (I think) to skill #8
of all the characters.

I don't think it was ever really used and therefore never
really developed. There are a total of 20 skills.

A DSA to add arbitrary skill points to arbitrary character(s)
might be a nice addition to the library of useful DSAs.
Right now the documentation says that &CHAR! cannot
be used to set skill experience. It may be that the
documentation itself is out-of-date.

The DSA parameters should specify the skill number,
the amount to be added, and the character. This means
that in order to keep the number of parameters
to two, we need to double up and use one parameter
for both the skill number and character.

The character should be:
1) a particular character 0,1,2,3
2) all characters
3) all living characters
4) the lead character

The DSA should be easy to understand and
adapt to other purposes.
Anything else you can think of?

Posted: Sun Jul 16, 2006 8:54 pm
by beowuuf
In theory just now can't you use the 'adjust skill filter' in conjunction with a 'skill' giving push button to increase the award or reassign which skill/person it goes to?

A skills award command, especially one that allows negative awards, would be useful though

Posted: Sun Jul 16, 2006 11:33 pm
by Paul Stevens
Yes, an 'adjust skills filter' would sorta work but
those adjustments would apply to each member
of the party unconditionally (Because that is what
the 'skills action' of a pushbutton does.) Moreover,
you still need to write the DSA for the filter. Moreover,
there is only one 'adjust skills filter' and it is more
complicated to arrange it to adjust different skills under
different circumstances.....Having a DSA that uses
its parameters to adjust its actions gets the complications
out of the 'Code' and into the parameters. Moreover,
it is straight-forward rather than indirect.....The title
of the DSA would be 'Adjust Skills', something that
makes sense to anyone. Moreover, the DSA I
am proposing would simply add a constant to the
skill.....the 'skill adjust' action of a pushbutton is
modified in many ways before being applied. See:

http://www.dianneandpaul.net/CSBwin/doc ... Skills.png

But your comment reminds me to NOT call the filter
when the skill values are set directly.

Posted: Sun Jul 16, 2006 11:36 pm
by beowuuf
Well as long as I said something right then :)

Posted: Tue Jul 18, 2006 2:13 pm
by Paul Stevens
Go to:

http://www.dianneandpaul.net/CSBwin/DSA ... ience.html

Also you will need the latest :

http://www.dianneandpaul.net/CSBwin/CSBwin-CSBuild.zip

Which contains a demonstration. Go down the stairs
a few times and you will get a new fighter level.

Posted: Mon Sep 01, 2008 1:54 am
by Adamo

Code: Select all

    * 500xp Neophyte
    * 1000xp Novice
    * 2000xp Apprentice
    * 4000xp Journeyman
    * 8000xp Craftsman
    * 16000xp Artisan
    * 32000xp Adept
    * 64000xp Expert
    * 128000xp Lo Master
    * 256000xp Um Master
    * 512000xp On Master
    * 1024000xp Ee Master
    * 2048000xp Pal Master
    * 4096000xp Mon Master
    * 8192000xp Archmaster
Could we change these numbers somehow? Add some non-existence levels? Make 32 levels instead of 16?
Like 750xp- HalfNovice, 1500xp- Blabla, 3000xp- UmApprientice, 6000xp-PalJourneyman or 48000xp- AgentOfDeath?

Something like

Code: Select all

* 500xp Neophyte
* 750xp Novice
* 1000xp Apprentice
* 1500xp Journeyman
* 2000xp Craftsman
* 3000xp Artisan
* 4000xp Adept
* 6000xp LoExpert
* 8000xp UmExpert
* 12000xp OnExpert
* 16000xp EeExpert
* 24000xp PalExpert
* 32000xp MonExpert
* 48000xp LoMaster
* 64000xp UmMaster
* 96000xp OnMaster
* 128000xp EeMaster
* 194000xp PalMaster
* 256000xp MonMaster
* 384000xp LoArchmaster
* 512000xp UmArchmaster
* 768000xp OnArchmaster
* 1024000xp EeArchmaster
* 1536000xp PalArchmaster
* 2048000xp MonArchmaster
* 3072000xp Guru
* 4096000xp ArchGuru
* 6144000xp GreatestGuru
* 8192000xp DungeonMaster

Posted: Mon Sep 01, 2008 3:46 pm
by zoom
@Adamo:
maybe there is another way to incorporate some depth to the
levels. There are special abilities you can assign to certain
characters. I have yet to look into that but I guess you could
make a golem or undead champion that does not need any food
or water or elric the dashing, who gets bonus on rapier use.
BUt I could be wrong..but I know that there are specialties!!
to the documentation:
A character's proficiency level in any of the four skill types (Fighter, Ninja, Priest, or Wizard) is based on the number of experience points gained in the 'Basic Skill' of that skill type. For example, a character's Ninja level is based on the accumulation of experience in skill number 1.

Experience can be gained in the 'Basic Skill' or in one of the 'Individual Skills'. Any experience added to an 'Individual Skill' is also added to the 'Basic Skill' and therefore contributes to the character's level development.
so what is the effect, like some champions have, of a higher
hidden skill than the actual proficiency level?
Tiggy got, not reincarnated 3 levels in lightning bolt skil
l but only one in wizard. Is she better at casting lightnings?
and a severe thing strikes me some champions, shortly
before advancing(fighter level) which is a prerequisite to beserk,
have the beserk option available before advancing ...
So there is a difference of action usages(berserk) and
the corresponding proficiency skill, not?
What would happen if you had a archmaster with no levels
in any hidden skills(done with csbuild). I think they would
gain levels (hidden ones) by action usage but never advance
as usual..hmmmm


wondered about modifying dead champions' exp but just
noticed you would not really need that.
@Zed5duke : Is this all right now, do you have enough examples
or is something not clear yet?

Posted: Mon Sep 01, 2008 6:40 pm
by Sophia
Adamo wrote:Could we change these numbers somehow? Add some non-existence levels? Make 32 levels instead of 16?
Not in CSBwin. The levels and formulas and such are all pretty hardcoded.

Posted: Mon Sep 01, 2008 10:06 pm
by Adamo
I thought it`s hardly hardcoded..

Code: Select all

* All skills increase Health and Stamina.
* Fighter skills increase Strength and Dexterity.
* Ninja skills increase Strength and Dexterity.
* Priest skills increase Mana, Wisdom and Anti-Magic.
* Wizard skills increas Mana and Wisdom. 
How many points for one skill at one increase? about 10 randomly I guess? Can we eventually change that value (to spread, say, 25 points at one time for example instead of 10)? Or can we change things so that Fighter skill would increase Mana, Anti-Fire and Anti-Magic (I know that`d be stupid, I`m asking theoreticly)?