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dmg*((1.0 + re*0.5)/(1.0 + ra*0.5)) * sqrt(re);
re = enemie rank = 10;
ra = your rank = 5;
dmg = damage you do (lets say) = 15;
15*((1.0 + 10*0.5)/(1.0 + 5*0.5)) * sqrt(10)
15 * 6/3.5 * sqrt(10)
= 81
skillExp = skillExp * (11 - sti(_refCharacter.skill.(expName)));
// Adjust for uneven gain in skills
int expMult = 1;
if (_exp < 1000)
{
switch (expName)
{
// case "Leadership": expMult = 3; break; // LDH 30Apr09
case "Fencing": expMult = 3; break;
case "Sailing": expMult = 1; break; // included for completeness
case "Accuracy": expMult = 1; break; // included for completeness
case "Cannons": expMult = 1; break; // included for completeness
case "Repair":
expMult = 50; // repair is a lot of small skill gains, minimum of 20 sent by repair functions
if (sti(_refCharacter.rank) < 3) // keeps player from getting repair skill 5 or 6 in the tutorial - 25Feb09
{
expMult = 20;
}
break;
case "Defence": expMult = 6; break;
case "Sneak": expMult = 3; break;
}
}
// If you think skills are gained too slow or too fast, here's where to tweak the overall rate.
// Higher number gives faster gain for all skills.
// float SkillTweak = 1.0; // changed by El Rapido to be configurable via internal settings
float SkillTweak = SKILL_EXPERIENCE_MULTIPLIER; // changed by El Rapido to be configurable via internal settings
if (SkillTweak < 0.1) SkillTweak = 0.1;
skillExp = makeint(makefloat(skillExp) * SkillTweak);