Comments

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12.06.2020 06:27 Guest
maybe someone knows the problem I have every time HP - health added to different 10 HP rebooting HP 11 or 8
28.10.2019 03:21 FloatWave
I looked again on some things and tried to upgrade this article
UPDATED:
-Agility: labels
-Deterity: labels
-Close combat: labels
-Stealth: numbers
-Medicine: alternative medicine
13.09.2019 01:01 Guest
Talent psychology is a very cool thing (it seems to give 99 medicine).

Before increasing the level applied to the player (can be yourself when you're playing one), and get +2 to Intelligence - voila, 16 points instead of 14.

With the mod are not played, probably with the implant Intelligence is 24, how many skill points do not know.

if a big team - you can capture the moment of their increase (the easiest to monitor with a throwing weapon, then the enemy will kill the one who ordered, not the one who accidentally last bullet hit), bahati psychology, to escape to bed on the day - and psychology can again be applied.

Don't like the abuse of playing time, but you never know who wants faster and harder to pump to a theoretical maximum team of 6 people.
07.08.2017 03:53 FloatWave
Ok, I found skill_tables.py and I'll improve this article even more.
07.08.2017 03:23 BrainRipper
There is a typo. I wanted to write: If we have arrived at a certain distance (e.g. 30 meters when the value of the skill 70), we are guaranteed to locate the source of the water.
07.08.2017 01:10 FloatWave
Article updated!
BrainRipper helped to improve info about pickpocketing,explosives,survival.

BrainRipper
"If we have arrived at a certain state"
Hmm... What is that number? Would you please show me where these scripts are? :)
03.04.2017 07:32 BrainRipper
def pick_pocket_success_front(pick_pocket):
"""Returns pick pocket success modifier depending on pick pocket skill.

Basic success chance is 0.1 + this modifier.

Parameters:
pick_pocket - Pick_pocket value.
"""
assert pick_pocket >= 1
if pick_pocket <= 14: return -0.1
if pick_pocket <= 39: return -0.05
if pick_pocket <= 54: return 0.0
if pick_pocket <= 69: return 0.1
if pick_pocket <= 84: return 0.3
if pick_pocket <= 94: return 0.5
if pick_pocket <= 104: return 0.65
if pick_pocket <= 114: return 0.7
if pick_pocket <= 124: return 0.73
if pick_pocket <= 134: return 0.75
if pick_pocket <= 149: return 0.76
return 0.77

def pick_pocket_success_back(pick_pocket):
"""Returns pick pocket success modifier depending on pick pocket skill.

Basic success chance is 0.2 + this modifier.

Parameters:
pick_pocket - Pick_pocket value.
"""
assert pick_pocket >= 1
if pick_pocket <= 14: return -0.2
if pick_pocket <= 39: return -0.1
if pick_pocket <= 54: return 0.0
if pick_pocket <= 69: return 0.2
if pick_pocket <= 84: return 0.4
if pick_pocket <= 94: return 0.6
if pick_pocket <= 104: return 0.75
if pick_pocket <= 114: return 0.78
if pick_pocket <= 124: return 0.80
if pick_pocket <= 134: return 0.82
if pick_pocket <= 149: return 0.83
return 0.84
03.04.2017 07:28 BrainRipper
Disposal of explosives:
55-69 dynamite 30%, C4 0%
70-84 dynamite 50%, C4 30%
85-94 dynamite 70%, C4 50%
95-99 dynamite 70% C4 70%

In survival is not different chance of finding water. If we have arrived at a certain state, he was always 100%.
25.02.2017 07:58 Pinky
With an artificial brain intelligence 22 and 16 points. Yuuguu
25.02.2017 03:30 FloatWave
• Lockpicking updated!
• Sneaking checked and fixed
Development by Sergey A.Zhukov 2007-2012