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Mod Proposition - Possible or Not?

So, what I want to do is make a mod that scales Uber Level and NOTHING ELSE. What this means, is that having level 4 melee would mean you're Uber Level 1.

150 Melee = 37 Uber
150 Melee & Ranged = 75 Uber
150 Melee, Ranged & Combat Magic = 112 Uber
150 Melee, Ranged, Combat & Nature Magic = 150 Uber

Is this possible, and if so, how might you do this?

let me muck about with it for a day or two.
Elf

Awesome.

I'm only a novice programmer with no prior experience in any programming language, but I have modded a few games every once and a while. I like Dungeon Siege because almost all the files I'd want to edit for fun are available for easy editing. Though as a result I haven't learned very much other than simple things.

Even if I'm not able to write code, I am capable of analyzing, and understanding the workings of code most of the time. Which most likely resulted in me spending far more time than an actual programmer would trying to determine a good answer to Eksevis's mod query.

I have a few theories on what could be done allow the possibility of legitimate level 150 Grand High Siegemasters/Siegemistresses:

1) Create a new level on the exp table that is unobtainable.
Doing this will result in a character being able to legitimately level all skills to 150 but not be able to go any higher.
This solution preserves the current exp table and level up requirements, however it doesn't change the time it would take to reach level 150. Unfortunately, your character's stats would be inferior in every way compared to a lower level "purist" the highest each stat(str,int,dex) could be is 105 and the lowest 23, or you could have equal 60,60,60 stats. The result of your high magic skill levels, and your relatively low int compared to a pure mage would result in not being able to cast most spells or not as many times as the pure mage. Although 60,60,60 stat isn't actually unplayable, that's only because you technically over leveled way be beyond the strongest enemies. Therefore, a second solution is required for further improvement.

2) Basically this is an expansion of the 1st one, this one involves changing the formulas to allow 150,150,150 max stats, AND all four level 150 skills.

I determined that it is possible to change how experience is allocated to the stats based on the skill used.

Essentially:

[skill*]
{
name = "Melee";
screen_name = "Fighter";

max_level = 180;

str_influence = 0.64;
dex_influence = 0.27;
int_influence = 0.09;

[level_up_indicator*] { level_range = 1-5; script = melee_up_locked1, bip01; }
[level_up_indicator*] { level_range = 6-10; script = melee_up_locked2, bip01; }
[level_up_indicator*] { level_range = 11-20; script = melee_up_locked3, bip01; }
[level_up_indicator*] { level_range = 21-250; script = melee_up_locked4, bip01; }
}

changed to:

[skill*]
{

name = "Melee";
screen_name = "Fighter";

max_level = 180;

str_influence = 4.00;
dex_influence = 4.00;
int_influence = 4.00;

[level_up_indicator*] { level_range = 1-5; script = melee_up_locked1, bip01; }
[level_up_indicator*] { level_range = 6-10; script = melee_up_locked2, bip01; }
[level_up_indicator*] { level_range = 11-20; script = melee_up_locked3, bip01; }
[level_up_indicator*] { level_range = 21-250; script = melee_up_locked4, bip01; }
}

This is of course a very simple solution to the stats issue, however this is in itself too powerful. The player will level their stats up 4 times as fast because experience is being multiplied. Eventually you'll have the occurrence where max 150,150,150 stats happens far to early, even though the intent of the mod is to allow players to legitimately obtain a drdeath character the ramp would be too fast.

Which results in a solution that I cannot implement due to inexperience. I know that the only thing that needs to be done now is add an experience limiter that as the player levels up their skills, their stats will increase either slower or faster. Meaning the experience that goes to level up stats is dynamically changed using a formula that would alter the xxx_influence exp percentage to maintain better progression.