version 1.1 | | version 1.2 |
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restrictions on character skill use$-$any player may | | restrictions on character skill use$-$any player may |
use any {\em acquired} skill. | | use any {\em acquired} skill. |
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\begin{table} | | |
\begin{center} | | |
\caption{How stats associated with a skill modify gained experience}\label{tab:exp_stat_mod} | | |
\index{skills, stat multipliers} | | |
\footnotesize | | |
\vskip 12pt | | |
\begin{tabular}{|cc|cc|} \hline | | |
Average of & Experience gained & Average of & Experience gained \\ | | |
associated stats & multiplier & associated stats & multiplier \\ \hline\hline | | |
\input{statskmod} | | |
\hline | | |
\end{tabular} | | |
\end{center} | | |
\end{table} | | |
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\subsection{Algorithm for Experience Gain under the skills system} | | \subsection{Algorithm for Experience Gain under the skills system} |
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Here we take the view that a player must 'overcome an opponent' | | Here we take the view that a player must 'overcome an opponent' |
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Below the algorithm for experience gain is given where player ``pl'' | | Below the algorithm for experience gain is given where player ``pl'' |
that has ``vanquished'' opponent ``op'' using skill ``sk'': | | that has ``vanquished'' opponent ``op'' using skill ``sk'': |
\begin{quote} | | \begin{quote} |
EXP GAIN = (EXP$_{op}$ + EXP$_{sk}$) * lvl\_mult * stat\_mult | | EXP GAIN = (EXP$_{op}$ + EXP$_{sk}$) * lvl\_mul |
\end{quote} | | \end{quote} |
where EXP$_{sk}$ is a constant award based on the skill used, | | where EXP$_{sk}$ is a constant award based on the skill used, |
EXP$_{op}$ is the base experience award for `op' which depends | | EXP$_{op}$ is the base experience award for `op' which depends |
on what op is (see below), | | on what op is (see below), |
stat\_mult is taken from table \ref{tab:exp_stat_mod}, | | |
and lvl\_mult is:\\ | | |
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\noindent{For} level$_{pl}$ $<$ level$_{op}$:: | | \noindent{For} level$_{pl}$ $<$ level$_{op}$:: |
\begin{quote} | | \begin{quote} |