protected override void PrepareProtoSkill(SkillConfig config) { config.Category = GetCategory <SkillCategoryProduction>(); // level bonus config.AddStatEffect( StatName.WoodcuttingSpeed, formulaPercentBonus: level => level * 2); // lvl 5 bonus config.AddFlagEffect( Flags.GetSapplings, level: 5); // lvl 5 bonus config.AddFlagEffect( Flags.GetExtraSapplings, level: 15); // lvl 20 bonus config.AddStatEffect( StatName.WoodcuttingSpeed, level: 20, percentBonus: 10); }
protected override void PrepareProtoSkill(SkillConfig config) { config.Category = GetCategory <SkillCategoryProduction>(); // every level bonus config.AddStatEffect( StatName.MiningSpeed, formulaPercentBonus: level => level * 2); // lvl 10 bonus config.AddFlagEffect( Flags.AdditionalYield, level: 10); // lvl 15 bonus config.AddFlagEffect( Flags.FindGemstones, level: 15); // lvl 20 bonus config.AddStatEffect( StatName.MiningSpeed, level: 20, percentBonus: 10); }
protected override void PrepareProtoSkill(SkillConfig config) { byte maxLevel = 20; config.Category = GetCategory <SkillCategoryAgriculture>(); config.MaxLevel = maxLevel; config.AddStatEffect( StatName.ForagingSpeed, level: 1, percentBonus: 10); config.AddStatEffect( StatName.ForagingSpeed, formulaPercentBonus: level => level * 4); config.AddFlagEffect( Flags.AdditionalYield, level: 10); config.AddStatEffect( StatName.ForagingSpeed, level: maxLevel, percentBonus: 10); }
protected override void PrepareProtoSkill(SkillConfig config) { config.Category = GetCategory <SkillCategoryTechnical>(); // each level +2% bonus config.AddStatEffect( StatName.TinkerTableBonus, formulaPercentBonus: level => level * 2); config.AddFlagEffect( Flags.ChanceToRepairCompletely, level: 10); }
protected override void PrepareProtoSkill(SkillConfig config) { byte maxLevel = 20; config.Category = GetCategory <SkillCategoryAgriculture>(); config.MaxLevel = maxLevel; // Level 1: speed of farming tasks config.AddStatEffect( StatName.FarmingTasksSpeed, level: 1, percentBonus: 10); // Level 1: plants grow speed config.AddStatEffect( StatName.FarmingPlantGrowSpeed, level: 1, percentBonus: 10); // Speed of farming tasks (such as plant gathering or watering, etc.) config.AddStatEffect( StatName.FarmingTasksSpeed, formulaPercentBonus: level => level * 4); // Plants grow speed config.AddStatEffect( StatName.FarmingPlantGrowSpeed, formulaPercentBonus: level => level * 4); // Level 10: Chance for extra yield (the effect is dependent on a particular plant, so no specific number here, it is just a flag) config.AddFlagEffect( Flags.AdditionalYield, level: 10); // Level 20: speed of farming tasks config.AddStatEffect( StatName.FarmingTasksSpeed, level: maxLevel, percentBonus: 10); // Level 20: plants grow speed config.AddStatEffect( StatName.FarmingPlantGrowSpeed, level: maxLevel, percentBonus: 10); }
protected override void PrepareProtoSkill(SkillConfig config) { config.Category = GetCategory <SkillCategoryMisc>(); // searching speed config.AddStatEffect( StatName.SearchingSpeed, level: 1, percentBonus: 5); config.AddStatEffect( StatName.SearchingSpeed, formulaPercentBonus: level => 2 * level); config.AddStatEffect( StatName.SearchingSpeed, level: 20, percentBonus: 5); // extra loot chance config.AddStatEffect( StatName.SearchingExtraLoot, level: 1, percentBonus: 2); config.AddStatEffect( StatName.SearchingExtraLoot, formulaPercentBonus: level => level); config.AddStatEffect( StatName.SearchingExtraLoot, level: 15, percentBonus: 3); // chance to find rare items config.AddFlagEffect( Flags.ChanceToFindRareItems, level: 10); }
protected override void PrepareProtoSkill(SkillConfig config) { byte maxLevel = 20; config.Category = GetCategory <SkillCategoryAgriculture>(); config.MaxLevel = maxLevel; config.AddStatEffect( StatName.FishingKnowledgeLevel, formulaValueBonus: level => 5 * level, displayTotalValue: true); // improve on +1% with every level (base value is 80% see BaseFishCatchChancePercents) config.AddStatEffect( StatName.FishingSuccess, formulaPercentBonus: level => level, displayTotalValue: true); config.AddFlagEffect( Flags.FishingChanceToSaveBait, level: 10); }