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On the subject of console codes, are there codes to:
1) give the officer in the first slot 1 perk point
2) give the officer in the first slot a checkmark to increase skill gain in a given skill
Just in the meantime before a fix, I want to correct these thing manually, at least make a couple of officers I found a little less disadvantaged.
Officer = &characters[GetOfficersIndex(pchar,1)];
Officer.perks.FreePoints = sti(Officer.perks.FreePoints)+1;
Officer = &characters[GetOfficersIndex(pchar,1)];
Officer.skill.SKILLNAME.bonus = 1.25;
ref Officer = &characters[GetOfficersIndex(pchar,0)];
I sugest not doing this. I sugest instead you look at the item init, each item has a number of items it needs. Just up this number for the items you think are OP. Or else in the code there change the number needed to be times 3.Thanks so much Levis! So nice of you to help me!
By the way, could I ask one more question
I wanted to reduce the influence of item bonuses on skills, specifically to make it so you need +3 in item bonuses to get +1 to the skill, so I inserted a line mod = mod /3 right before the clamp for max skill increase in skill_utils:
mod = mod / 3
mod = iclamp(-100, MAX_SKILL_INCREASE, mod); //JRH for cursed coin
character.skill.(skillName).modifier = mod;
return mod;
It seems to work for what I wanted , but I wanted to get your opinion that I won't brake anything doing this? I know absolutelly nothing about programing, and I'm kind of worried that dividing by 3 will sometimes return non integer values (it seems to round down in game like it should though)? Or otherwise break something in the game by reducing item bonuses to a third?
Sorry if this is a dumb question.![]()
I thought about that, but mainly I find getting items not too hard, so requiring 3 is just going to be a couple of extra shopping trips. Mainly, I want people to have to work to have a variety of items to support their abilities (multiple books, etc), but not be able to get over +1, so the focus is on their own abilities and they don't get close to the max too soon (I usually just sell the indian artifacts and minerals, so using only realistic stuff the max bonus with /3 is +1 in everything, except navigation which can get +2)
Is your concern based only on game balance, or on the code messing something up? Because if implementing it like that might bug the game out, I will just change the max skill increase to +1 and roleplay needing the other items....I don't want to mess up the game. So far it hasn't caused problems that I've noticed, but I just edited it a couple of hours ago. Do you think it will create bugs?
ref perklist = makearef(characters[GetOfficersIndex(pchar,1)],"perks.list");
Deleteattribute(perklist,"BasicCommerce");
you don't have to set it to false.Thanks so much!
How do I tell if it is working to remove the "attribute?" I don't actually know what that is, I am pretty ignorant of coding stuff.
EDIT: Also, the code you placed at the bottom, so if I use that to delete the attribute then I don't also need to delete the perk itself by setting it to false, or I need to do both? Sorry I am so confused by thee things!
Oh believe me, in my line of work I've learned to be patient with people who use computers. If I wasn't a lot of people would have been send to a course about "using computers for dummys" a long time ago already XD.Thanks Levis!
I have been reading your tutorials, they are great.I will continue working through them, and trying to figure things out first and asking questions after if I get stuck. Thank you for being patient with my ignorance of computers.
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