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Author Topic: custom reactions - addition of [EXPERIANCE:0] and [TIME:0] tokens  (Read 660 times)

SeelenJägerTee

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For custom reactions, right now XP gain is linearly correlated with the amount of product created. The time it takes for a reaction to be performed also seems to increase with number of products.
For modding reactions this behavior can be highly undesirable.

I suggest introduction of two new tokens. The [XP:value] and the [TIME:value] tokens, defining the amount of XP gained per reaction performed and the time taken (in sec).

If the tokens are omitted the game could default to the current behavior.
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Maklak

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Re: custom reactions - addition of [EXPERIANCE:0] and [TIME:0] tokens
« Reply #1 on: August 14, 2014, 02:59:13 pm »

Time taken in seconds makes no sense at all without knowing FPS. The TIME token would have to be in ticks instead.
It would be nice to have a [TICK_MUL:value] token instead that gives the basinc number of actions this reaction takes. Multiplied by ticks per action (speed od relay or whatever you want to call it, usually 10 ticks per action or less) of an individual, this would give a base time in ticks, which would be reduced by his skill at this labour.
« Last Edit: August 14, 2014, 03:39:10 pm by Maklak »
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GavJ

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Re: custom reactions - addition of [EXPERIANCE:0] and [TIME:0] tokens
« Reply #2 on: August 14, 2014, 03:31:53 pm »

I would personally prefer raw, forced time more often than speed/skill-dependent time. I find skill influences to be comically unrealistic usually in how fast they make things. Without having raws to adjust skills and levels, therefore, I would rarely want to use a [TICK_MUL]. No matter what amount you set it to, the difference of experience is too large. so either unskilled folks are way too slow, or skilled folks are too fast.

But never hurts to have both tags!
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SeelenJägerTee

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Re: custom reactions - addition of [EXPERIANCE:0] and [TIME:0] tokens
« Reply #3 on: August 16, 2014, 10:48:09 am »

Time taken in seconds makes no sense at all without knowing FPS. The TIME token would have to be in ticks instead.
It would be nice to have a [TICK_MUL:value] token instead that gives the basinc number of actions this reaction takes. Multiplied by ticks per action (speed od relay or whatever you want to call it, usually 10 ticks per action or less) of an individual, this would give a base time in ticks, which would be reduced by his skill at this labour.
Of course you are totally right with that one. Needs to be ticks not sec.
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