i honestly figure id steal this bit of code from 'plugin.autotrade.local'
Code: Select all
032 * load experience value
033 $experience = [THIS] -> get local variable: name='experience'
034 if not $experience
035 |$experience = 1
036 |[THIS] -> set local variable: name='experience' value=$experience
037 end
so the first time it runs itd check if that localvar existed and was 1, if it was itd skip the rest of the script, if not, itd set it, and add a kill to my ships score,
(LP = Leveling Pilots, just to keep my localvar separate incase someone else sets the same one,)
the player doesnt have a fight skill that i can see*, theres 'fight rank' but i think that maxes out at 1 million points, ...and fight skill maxes out at 27 (in usefulness anyways),Gazz wrote: Suggest a starting skill of (Player Fight Skill / 2).
It's kinda annoying to deal with complete rookies in an "advanced" game.
There's a limit to the amount of micromanagement that still is "fun".
(* though it might since you can tell your own ship to auto-pilot attack, ...i'll have to look into that some time)
from '!plugin.acp.fight.skill.std':
Code: Select all
042 else if $Fightskill < 26
<Script stuff>
049 else
<Script stuff>
056 end
its an interesting idea and if i get mine done/working, i could do something like it,
(since you reach the max fight rank at like 333,333, itd prolly be 'fight rank /12345' (333,333 / 27 = 12345.6etc ))
but what im thinking of is a Lot less micromanaging then CODEA, im just setting the fight skill to 1 when you buy/capture a new ship and letting the ships level up with combat as normal, which is a bit more real like, youre hiring a new pilot for your new ship,
(...id like to add in more experienced pilots for hire VIA Marines, but that would be a bit down the road if i can figure out how to do it at all,)
CODEA does something like that but you have to setup fight wings and squads and they can only fly small ships at first, (if i remember correctly)
...sorry if this post rambles a bit, i like Just woke up, -_-