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Author Topic: Put skills/labors to raws.  (Read 963 times)

zwei

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Put skills/labors to raws.
« on: May 09, 2011, 02:59:12 am »

Gathered from my idea scattered over several threas: Basically, Skills should be possible to be added/removed by changing raws.

Why?

Ability to add new weapon skills (Say, if you mod in Quaterstaff, you might want to also add aproriate skill)
Ability to add new industries (if you add Clockmaker's workshop with apropriate reactions, you might also want to add apropriate labor and skill with "clockmaker" title.)
Ability to consilidate/remove or split skills. (i.e. split masonry and stone construction labors)

example:

[SKILL:CLOCKMAKER]
[NAME:Clockmaker:Clockmakers]
[LABOR]
[SKILL_GROUP:CRAFTER]
[SKILL_FAMILY:CIVILIAN]
[ATTRIBUTE:ANALYTICAL_ABILITY]
[ATTRIBUTE:PATIENCE]
[ATTRIBUTE:FOCUS]
[ATTRIBUTE:KINESTHETIC_SENSE]
[ATTRIBUTE:SPARTIAL_SENSE]

[SKILL:QUATERSTAFF_USER]
[NAME:Quaterstaffman:Quaterstaffmen:Quaterstaffmaster:Quaterstaffmasters]
[SKILL_FAMILY:MILITARY]
[COLOR:1:2:0]

[SKILL:LIAR]
[NAME:Liar:Liars]
[SKILL_FAMILY:SOCIAL]
[SKILL_GROUP:BROKER]
[ENABLING_TRAIT:STRAIGHTFORWARDNESS:0:40]
[ATTRIBUTE:ANALYTICAL_ABILITY] etc...

Also, while we are at it, ability to reorganize, recolor and relabel skill families:

[SKILL_GROUP:CRAFTER]
[Name:Crafter:Crafters]
[COLOR:1:2:0]

Most skills/labors would require extra tags to allow functionality that would allow creature with enabled labor to do some jobs that are not reactions:

[ACCEPT_JOB:BUILDER:WOOD][GRANTS_NO_EXPERIENCE]
[ACCEPT_JOB:GATHERER:WEB_COLLECTION]
[ACCEPT_JOB:HUNT_ANIMALS]
[ACCEPT_JOB:SMOOTH_STONE]
[ACCEPT_JOB:DIAGNOSE_PATIENT]
[ACCEPT_JOB:MELT_METAL_OBJECT]
[ACCEPT_JOB:HAUL:ALL][GRANTS_NO_EXPERIENCE]
etc...

Also, they shoud come with uniform declaration, i.e.

[UNIFORM:Miner]
[ITEM:REQUIRED:ITEM_WEAPON_PICK]
[ITEM:OPTIONAL:ITEM_HELM_CAP]

(player would have access to "Miner uniform" in military screen wich can be customized - pickaxe would not be removable option but customizable to change desired material, but player could remove cap or add leather cloak if he wished.)

This would, of course, greatly benefit from rawing all workshops and reactions.

sockless

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Re: Put skills/labors to raws.
« Reply #1 on: May 09, 2011, 04:26:09 am »

This is a brilliant idea.

In the raws we should be able to set the amount of XP gained, as well as the time taken.
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Knight Otu

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Re: Put skills/labors to raws.
« Reply #2 on: May 09, 2011, 09:03:06 am »

I agree that at some point skills should get out into the raws and I've tried to come up with a raw format as well, though I didn't get very far yet:

Spoiler (click to show/hide)

Much of it looks like what you have - SKILL_TYPE would be the division between combat, labor, and miscellaneous skills on the view unit. Conversation_skill and enabling trait are the same idea. Broker skill and Skill for responsibility are probably the same idea in my "raws", not sure why I have both. The requires tool tags move in the same general area as your uniform idea, but as I recall adventure mode will always be more tool-laden than fortress mode, so a distinction should exist there.
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zwei

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Re: Put skills/labors to raws.
« Reply #3 on: May 18, 2011, 03:58:41 am »

Wow, that is indeed nearly identical!

Reelyanoob

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Re: Put skills/labors to raws.
« Reply #4 on: May 18, 2011, 06:10:19 am »

something I think you guys could add to the suggestion is:-

- possible to use two skills in the same labour (maybe giving a weighting to each, and train up each skill proportionally, perhaps have separate controllable training rates too)

- possible to use one skill for multiple labours. The currently suggested data structures don't seem to allow for that, it needs to at least be possible.

My suggestion may require a separate "Labour" data type, but will allow more complex skill systems to be created (e.g. general "axe skill" and "battleaxe" "giantaxe" etc related skills, without needing a skill hierarchy)
« Last Edit: May 18, 2011, 06:15:43 am by Reelyanoob »
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zwei

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Re: Put skills/labors to raws.
« Reply #5 on: May 18, 2011, 06:15:40 am »

I suppose. We have skill-less labors (Hauling, for example):

[LABOR:HAULING]
[NAME:Hauling:Hauler]
[ACCEPT_JOB:HAUL:ALL]
[ATTRIBUTE:STRENGTH]

[LABOR:JEWECFRATING]
[NAME:Jewelcrafting:Jewelcrafter]
[SKILL:METALCRAFTING]
[SKILL:GEMSETTING]

Reelyanoob

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Re: Put skills/labors to raws.
« Reply #6 on: May 18, 2011, 06:21:39 am »

This is something I brainstormed with the team on another rpg game project once.

e.g. able to create a "stone-working" skill common to all stone tasks, and separate specialities, e.g. "Stone detailing"

Stone jobs such as Detailing could use 20% base stone-working and 80% specialist skill. That way, cross training is handled automatically and simply, but never becomes an "I win" button.

it's more the inter-related skills i want to be able to control (so that a mason has at least a little head start on related tasks like stone detailing and stonecrafting). A "matrix" of skills and labours/actions gives much more flexibility than trying to shoehorn everything into a tree structure, for example. With skill trees, you always end up pulling you hair out because of things that don't fit. (e.g a crafting skill which requires both wood working and stone working)

You'd need weighting values in the labour to give it more control:

[LABOR:JEWECFRATING]
[NAME:Jewelcrafting:Jewelcrafter]
[SKILL:METALCRAFTING:2] (more modifiers here for training rate etc)
[SKILL:GEMSETTING:8] (        "        )

Though, I'd totally rearrange the existing skill system if such was possible, so the above example would be different.
« Last Edit: May 18, 2011, 06:34:37 am by Reelyanoob »
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RDroideka

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Re: Put skills/labors to raws.
« Reply #7 on: November 01, 2011, 01:27:48 am »

Could be FAR simpler....
[SKILL:<ADD SKILL REFERENCE HERE>]
          [NAME:<ADD SKILL NAME HERE>]
          [ADVMODE_ENABLED:<TRUE><FALSE>//Would only input one or the other.

The rest would be in reactions/labors raws.
Labors raws would contain any custom labor and would state its reference name, its display name, its mode [see above] and what skill it uses.
I have nothing to say about uniforms, though.
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