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Fist damage skill tree


Lerrasien

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So I wanted to make fighting with your fists viable even later by implementing a skill tree for it. Anyone know how I would go about doing that? I've added skill trees in before for my stats (strength, dexterity, etc) and a dismemberment skill for bows, etc. But I just can't seem to figure out if there is a parameter that would alter fist damage, and if so, what it is.

 

Any help would be appreciated. Thanks again.

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you could attach all this to a pair of gloves, like brass knuckles or something, that way you can skip this hard step and come back to it later

 

- - - Updated - - -

 

its more important to keep the work going rather than solve a hard problem that is keeping you from doing a lot of easy work.

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This is what I use and it appears to work.

 

progression.xml.

<action_skill name="Unarmed" exp_to_level="150" icon="ui_game_symbol_stunned" description_key="unarmedDesc" title_key="unarmed" group="weapons">
<effect name="EntityDamage">
	<multiply skill_level="1,5" value="1,1.04"/>
	<multiply skill_level="5,11" value="1.04,1.07"/>
	<multiply skill_level="11,19" value="1.07,1.1"/>
	<multiply skill_level="19,32" value="1.1,1.14"/>
	<multiply skill_level="32,49" value="1.14,1.19"/>
	<multiply skill_level="49,70" value="1.19,1.23"/>
	<multiply skill_level="70,100" value="1.23,1.28"/>
</effect>
</action_skill>

<perk name="The Pugilist" icon="ui_game_symbol_stunned" description_key="thePugilistDesc" title_key="thePugilist" max_level="5" skill_point_cost_multiplier="1.43" skill_point_cost_per_level="5" group="weapons">
<requirement perk_level="1" required_skill_name="Unarmed" required_skill_level="1"/>
<requirement perk_level="2" required_skill_name="Unarmed" required_skill_level="10"/>
<requirement perk_level="3" required_skill_name="Unarmed" required_skill_level="20"/>
<requirement perk_level="4" required_skill_name="Unarmed" required_skill_level="40"/>
<requirement perk_level="5" required_skill_name="Unarmed" required_skill_level="60"/>
<effect name="EntityDamage">
	<multiply skill_level="0" value="1"/>
	<multiply skill_level="1" value="1.05625"/>
	<multiply skill_level="2" value="1.11250"/>
	<multiply skill_level="3" value="1.22500"/>
	<multiply skill_level="4" value="1.33750"/>
	<multiply skill_level="5" value="1.56250"/>
</effect>
<effect name="StaminaDegradation">
	<multiply perk_level="0" value="1"/>
	<multiply perk_level="1" value="0.9"/>
	<multiply perk_level="2" value="0.8"/>
	<multiply perk_level="3" value="0.7"/>
	<multiply perk_level="4" value="0.6"/>
	<multiply perk_level="5" value="0.5"/>
</effect>
<effect name="DismembermentChance">
	<add perk_level="0" value="0"/>
	<add skill_level="1" value="0.04"/>
	<add skill_level="2" value="0.08"/>
	<add skill_level="3" value="0.12"/>
	<add skill_level="4" value="0.16"/>
	<add skill_level="5" value="0.2"/>
</effect>
</perk>

 

items.xml

 

<item id="70" name="handPlayer"> <!-- handPlayer must remain on ID 70 -->
<property name="Extends" value="handMaster"/>
<property name="CreativeMode" value="None"/>
<property name="HoldType" value="0"/>
<property class="Action0">
	<property name="Delay" value="0.75"/>
	<property name="Range" value="2.5"/>
	<property name="DamageEntity" value="5"/>
	<property name="DamageBlock" value="1"/>
	<property name="Stamina_usage" value="3"/>
	<property name="DamageBonus.head" value="2"/>
	<property name="DamageBonus.organic" value="5"/>
	<property name="ToolCategory.harvestingTools" value="1.5" param1="1"/>
</property>
<property class="Action1"> <!-- UseAction -->
	<property name="Class" value="Eat"/>
	<property name="Delay" value="1"/>
	<property name="Use_time" value="..."/>
	<property name="Gain_health" value="0"/>
	<property name="Gain_stamina" value="5"/>
	<property name="Gain_food" value="0"/>
	<property name="Gain_water" value="15"/>
	<property name="Gain_sickness" value="15"/>
	<property name="Condition_raycast_block" value="826,1472"/>
	<property name="Sound_start" value="player_drinking"/>
	<property name="Buff" value="dysentery"/>
	<property name="Buff_chance" value="0.5"/>
</property>
<property class="Attributes">
	<property name="DismembermentBaseChance" value="-0.2,-0.2"/>
	<property name="DismembermentBonus" value="0,0"/>
</property>
<property name="ActionSkillGroup" value="Unarmed"/>
</item>

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