I'm trying to find where in the code the different skills have different values for `chancemodi` (or is it `mod_increase_skill_chance`?).
I've searched the code and can't indentify where the different skill up mod rates are located.
Please point me in the right direction.
Snippet I'm referring to, client.cpp (~2292):
Code:
if (skillval < maxskill)
{
// the higher your current skill level, the harder it is
int32 Chance = 10 + chancemodi + ((252 - skillval) / 20);
Chance = (Chance * RuleI(Character, SkillUpModifier) / 100);
Chance = mod_increase_skill_chance(Chance, against_who);
if(Chance < 1)
Chance = 1; // Make it always possible
if(zone->random.Real(0, 99) < Chance)
The categories are somewhat apparent even without logging features enabled.
Code:
Initial observations - very low skill levels
- logs shows mod default level of 22% at low skill levels
- initial observations show defense/offense/weapon skills set to a default 22% - 15
- certain skills appear to be set at a default level (22%) - 10 (dodge12)
- certain skills appear to be set at a default level (22%) + 15 (tracking53)
- certain skills appear to be set at a default level (22%) + 10 (taunt73)
- certain skills appear to be set at a default level (22%) + 5 (sneak42, bind wound9, forage27)
- certain skills appear to be set at a default level (22%) + 0 (casting skills)
- certain skills appear to be set at a default level (22%) - 17 (swimming50) although I'm guessing this is set differently - false
EDIT: I searched `CheckIncreaseSkill` and I think I found what I was looking for.