Korney San
First time out of the vault
I see that all skills calculation for Fallout creatures are made as for Fallout 2.I'm found that FO1 skills calculated as FO2 skills yet, some FO2 skills calculation is incorrect, and I want to include some features in.
Give me descriptions of the bugged calculations, I will fix it.
I'm almost build my own pro viewer tool, so I just show you a piece of code here.
Code:
//IT = IN
procedure CalculateSkills(const SPECIAL: TSPECIAL; var Skills: TSkills; Game: Integer = gmFallout);
begin
with Skills, SPECIAL do
begin
case Game of
gmFallout2:
begin
SmallGuns:= 5 + 4*AG;
BigGuns:= 2*AG;
EnergyWeapons:= 2*AG;
Melee:= 20 + 2*(AG + ST);
Throwing:= 4*AG;
FirstAid:= 2*(PE + IT);
Doctor:= PE + IT - 5;
Speech:= 5*CH - 10;
Barter:= 4*CH - 10;
Gambling:= 5*LK - 10;
Outdoorsman:= 2*(EN + IT) - 10;
end;
else
begin
SmallGuns:= 35 + AG;
BigGuns:= 10 + AG;
EnergyWeapons:= 10 + AG;
Melee:= 55 + (AG + ST) div 2;
Throwing:= 40 + AG;
FirstAid:= 30 + (PE + IT) div 2;
Doctor:= 15 + (PE + IT) div 2;
Speech:= 25 + 2*CH;
Barter:= 20 + 2*CH;
Gambling:= 20 + 3*LK;
Outdoorsman:= 5 + (EN + IT) div 2;
end;
end;
Unarmed:= 30 + 2*(AG + ST);
Sneak:= 25 + AG;
Lockpick:= 20 + (PE + AG) div 2;
Steal:= 20 + AG;
Traps:= 20 + (PE + AG) div 2;
Science:= 25 + 2*IT;
Repair:= 20 + IT;
end;
end;