I think that is the code that is responsible for making your skills increase MUCH faster on the first 5 levels or so.
That is intended to simulate the effect of what you specify in during the early game to be what you'll be good at later on.
That always seemed like a fairly good idea to me. If I understand correctly, after level 5 the progression should be fairly linear.
In fact, it has been looking to me like skill progression is perhaps a bit faster than it should be.
But that is based on comparisons with the "stock game system" and not based on actually playing.
It'll probably be challenging enough as-is. And that is what the skill increase speed setting in the Options menu is for anyway.
It drops under 1 at level 5, but maybe it is fast enough, then.
I looked at the stock game code and found that noExp properly returns 0 there, so I tried putting just noExp in the build back to where it was in the stock code, but then suddenly no damage would be done to either enemies or myself.
I found that the whole problem has something to do with my changed critical hit code, but I really can't find any reason for why it doesn't work or why any value changes, regardless if it is a real value or a dummy value, and why it only happens when the Professional Fencer ability is selected, even for ranged weapons. There really shouldn't be any correlation.
However, I found a more sensible way to "fix" it. The file should be changed back to use noExp, but instead of the dummy value, we could force it to return 0:
Code:
bool noExp = false;
if(noExp != false) noExp = false;
Though instead of forcing it to return 0 when it is not false we could set it to be as it is but on two lines instead of one:
Code:
bool noExp;
noExp = false;
Here we declare that noExp is a boolean and set it to false. This means that we set it to do the same thing as it is already set to do, but on two lines instead of one. For some reason this works, and makes somewhat more sense than to use a dummy value.
If the skills increase fast enough, should the advancement multipliers in MAXIMUS_Functions be left as they are, including Melee at 3 and Defense at 6, or should they be tweaked?