Simulating Skills

Post » Fri May 27, 2011 7:47 am

How would one go about simulating the effects skill has on a particular action; say, unlocking a scripted door or have efficiency with a machine dependant on the Alchemy skill? With possible failure and giggles.
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Nick Tyler
 
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Post » Fri May 27, 2011 1:45 pm

You can use a simple Get to check the skill level.

Example:
if ( player->GetAlchemy < 40 )
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m Gardner
 
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Post » Fri May 27, 2011 4:55 pm

You can use a simple Get to check the skill level.

Example:
if ( player->GetAlchemy < 40 )

Is there a recipe for how skill affects action?
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Jeneene Hunte
 
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Post » Fri May 27, 2011 5:18 am

It's however you want to do it. You can't make the skill actually increase through a script though, if that's what you were wanting to do. The progress towards next level on a skill can only be increased by doing something that is governed by that skill (using picklocks for Security, jumping for Acrobatics, etc). If you were just looking to have a skill requirement to operate the equipment or unlocking a scripted door, then follow Pluto's advice.
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Stacy Hope
 
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Post » Fri May 27, 2011 5:30 pm

It's however you want to do it. You can't make the skill actually increase through a script though, if that's what you were wanting to do. The progress towards next level on a skill can only be increased by doing something that is governed by that skill (using picklocks for Security, jumping for Acrobatics, etc). If you were just looking to have a skill requirement to operate the equipment or unlocking a scripted door, then follow Pluto's advice.

Darn!
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Sarah MacLeod
 
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