maybe someone knows the problem I have every time HP - health added to different 10 HP rebooting HP 11 or 8
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
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.
Ok, I found skill_tables.py and I'll improve this article even more.
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.
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? :)
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
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%.
With an artificial brain intelligence 22 and 16 points. Yuuguu
• Lockpicking updated!
• Sneaking checked and fixed