Lerrasien Posted May 19, 2018 Share Posted May 19, 2018 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. Link to comment Share on other sites More sharing options...
backdownhipi Posted May 19, 2018 Share Posted May 19, 2018 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. Link to comment Share on other sites More sharing options...
KhaineGB Posted May 19, 2018 Share Posted May 19, 2018 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> Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted May 19, 2018 Share Posted May 19, 2018 Afaik, Carlzilla made fist overhaul using sdx. Can't remember when or which thread. Link to comment Share on other sites More sharing options...
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