Increasing skills above 100

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Butcer
Posts: 6
Joined: Sat Apr 25, 2020 12:54 pm

Increasing skills above 100

Post by Butcer » Sat Apr 25, 2020 12:58 pm

Is it possible to create a dagskill like mod in daggerfall unity? Where is the skill cap then loctated in unity ?

Butcer
Posts: 6
Joined: Sat Apr 25, 2020 12:54 pm

Increasing skills above 100

Post by Butcer » Sat Apr 25, 2020 1:37 pm

Ok in formula.helper

Code: Select all

public static int MaxStatValue()
        {
            Func<int> del;
            if (TryGetOverride("MaxStatValue", out del))
                return del();
            else
                return 100;
        }
If i change it to

Code: Select all

        public static int MaxStatValue()
        {
            Func<int> del;
            if (TryGetOverride("MaxStatValue", out del))
                return del();
            else
                return 200;
        }
Will that work to allow skills to leveled over 100?
Last edited by TheLacus on Sat Apr 25, 2020 2:27 pm, edited 1 time in total.
Reason: Use code block

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Ralzar
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Location: Norway

Re: Increasing skills above 100

Post by Ralzar » Sat Apr 25, 2020 1:46 pm

No, that is the code for attributes. If you want to increase this, I’d reccommend my mod LevelUp Adjuster which lets you change a bunch of these formulas.

Changing skills? Don’t think it’s possible in an easy way. And a lot of mechanics will likely break if you go above 100.
My released mods

"I feel like Ralzar specifically wrote those mods for me and then said "Use them". Just so he could watch me die more."
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Butcer
Posts: 6
Joined: Sat Apr 25, 2020 12:54 pm

Help trying to create a mod to allow max stats over 100, what i am doing wrong?

Post by Butcer » Sat Apr 25, 2020 2:16 pm

What am i doing wrong ?

Code: Select all

using UnityEngine;
using System;
using DaggerfallConnect;
using DaggerfallWorkshop.Game.Guilds;
using DaggerfallWorkshop.Game.Entity;
using DaggerfallWorkshop.Game.MagicAndEffects;
using DaggerfallWorkshop.Game.MagicAndEffects.MagicEffects;
using System.Collections.Generic;
using DaggerfallConnect.Arena2;
using DaggerfallWorkshop.Game.Items;
using DaggerfallWorkshop.Utility;
using DaggerfallConnect.Save;
using DaggerfallWorkshop.Game.Utility;
using DaggerfallWorkshop.Game.Utility.ModSupport;
public class NewBehaviourScript : MonoBehaviour {

namespace DaggerfallWorkshop.Game.Formulas
{
    /// <summary>
    /// Common formulas used throughout game.
    /// Where the exact formula is unknown, a "best effort" approximation will be used.
    /// Most formula can be overridden by registering a new method matching the appropriate delegate signature.
    /// Other signatures can be added upon demand.
    /// </summary>
    public static class FormulaHelper
    {
        private struct FormulaOverride
        {
            internal readonly Delegate Formula;
            internal readonly Mod Provider;

            internal FormulaOverride(Delegate formula, Mod provider)
            {
                Formula = public static int MaxStatValue(200);
                Provider = provider;
            }
        }
Attachments
testmaxskill.zip
(1.22 KiB) Downloaded 2 times
Last edited by TheLacus on Sat Apr 25, 2020 2:28 pm, edited 1 time in total.
Reason: Use code block

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TheLacus
Posts: 1150
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Contact:

Re: Increasing skills above 100

Post by TheLacus » Sat Apr 25, 2020 2:25 pm

Merged all three topics into one and edited messages to use code blocks.
Mod System documentation - Learn how to create mods for Daggerfall Unity.
Modder Discussion - General help and discussion for the mod system.
Github Issues - Submit a bug report for the game, including the mod system.

Butcer
Posts: 6
Joined: Sat Apr 25, 2020 12:54 pm

Re: Increasing skills above 100

Post by Butcer » Sat Apr 25, 2020 4:51 pm

TheLacus wrote:
Sat Apr 25, 2020 2:25 pm
Merged all three topics into one and edited messages to use code blocks.

Code: Select all

        /// <summary>
        /// Gets whether the player has already become master of a skill.
        /// </summary>
        public bool AlreadyMasteredASkill()
        {
            bool mastered = false;
            List<DFCareer.Skills> primarySkills = GetPrimarySkills();
            foreach (DFCareer.Skills skill in primarySkills)
            {
                if (skills.GetPermanentSkillValue(skill) == 100)
                {
                    mastered = true;
                    break;
                }
            }

            return mastered;
        }

        /// <summary>
In PlayerEntity is this the code?

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TheLacus
Posts: 1150
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Re: Increasing skills above 100

Post by TheLacus » Sat Apr 25, 2020 6:58 pm

My involvement here was limited to clean up of forums. I believe Ralzar has provided an answer to the topic, you may want to review it or wait for additional feedback from other people.
Ralzar wrote:
Sat Apr 25, 2020 1:46 pm
No, that is the code for attributes. If you want to increase this, I’d reccommend my mod LevelUp Adjuster which lets you change a bunch of these formulas.

Changing skills? Don’t think it’s possible in an easy way. And a lot of mechanics will likely break if you go above 100.
Mod System documentation - Learn how to create mods for Daggerfall Unity.
Modder Discussion - General help and discussion for the mod system.
Github Issues - Submit a bug report for the game, including the mod system.

Butcer
Posts: 6
Joined: Sat Apr 25, 2020 12:54 pm

Re: Increasing skills above 100

Post by Butcer » Sun Apr 26, 2020 1:47 am

Ralzar wrote:
Sat Apr 25, 2020 1:46 pm
No, that is the code for attributes. If you want to increase this, I’d reccommend my mod LevelUp Adjuster which lets you change a bunch of these formulas.

Changing skills? Don’t think it’s possible in an easy way. And a lot of mechanics will likely break if you go above 100.
Then how did Narf the Mouse make CategoricalSkillCaps which reduces max skill level viewtopic.php?t=1649 ?

Guy_Duderson
Posts: 9
Joined: Sat Aug 17, 2019 9:06 pm

Re: Increasing skills above 100

Post by Guy_Duderson » Tue May 12, 2020 6:25 am

I'd definitely be even harder to implement, but it'd be interesting at least thematically if attributes/skills weren't uncapped initially and you had to accomplish something which would be described as allowing your character to exceed normal mortal limits before those things become uncapped.

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