64 lines
3.2 KiB
XML
64 lines
3.2 KiB
XML
<?xml version="1.0" encoding="utf-8" ?>
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<!--
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SingleRoundSkillGainMultiplier:
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All skill gains are multiplied when playing a single round (i.e. any other game mode than campaign)
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SkillIncreasePerRepair:
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Skill gained for repairing a device. Divided by the character's current skill,
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so a character with a skill level 10 will be able to increase the skill twice as fast as a lvl 20 character.
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SkillIncreasePerSabotage:
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Skill gained for sabotaging a device as a traitor. Works the same as SkillIncreasePerRepair.
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SkillIncreasePerCprRevive:
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Skill gained when reviving someone with CPR.
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SkillIncreasePerRepairedStructureDamage:
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Skill gained per amount of repaired structure damage. Divided by the character's current skill.
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SkillIncreasePerSecondWhenSteering:
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Skill gained per second when operating a nav terminal. Divided by the character's current skill. Multiplied by velocity vector squared.
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For example, at 50% speed a value of 0.001 would mean a character with a helm skill of 10 gains 0.005 skill by second (0.3 per minute).
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SkillIncreasePerFabricatorRequiredSkill:
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Skill gained when fabricating an item. Multiplied by the skill requirements of fabricating the item,
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and divided by the character's current skill. For example, if fabricating an item requires a mechanical skill of 50,
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and this value is set to 2, and a character with a mechanical skill of 25 fabricates the item, their skill increases by 2 * 50 / 25^1.5 = 0.8.
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Repeated for every skill requirement.
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SkillIncreasePerHostileDamage
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Skill gained when damaging an enemy. Multiplied by the damage done to the enemy, divided by the character's current skill.
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For example, a value of 0.7 would mean killing an enemy with 100 health when your current skill is 25 would increase the skill by 0.7 * 100 / 25^1.5 = 0.56
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SkillIncreasePerSecondWhenOperatingTurret
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Skill gained per second when manning a turret. Divided by the character's current skill.
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For example, a value of 0.001 would mean a character with a weapons skill of 10 gains 0.01 skill by second (0.6 per minute).
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SkillIncreasePerFriendlyHealed
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Skill gained per second when healing other members of your crew. Multiplied the amount of damage you heal, divided by the character's current skill.
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For example, a value of 0.7 would mean healing a character from 0 to 100 with a medical skill of 25 increases the skill by 0.7 * 100 / 25^1.5 = 0.56
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AssistantSkillIncreaseMultiplier
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Multiplier to skill gains when playing as an assistant. For example, a value of 1.5 would make assistants gain skills 50% faster than other classes.
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SkillIncreaseExponent
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Increased skill diminishes skill gains returns by this exponent. All skill increases are divided by the skill level ^ 1.5
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-->
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<SkillSettings
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SingleRoundSkillGainMultiplier="5.0"
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SkillIncreasePerRepair="40.0"
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SkillIncreasePerCprRevive="40.0"
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SkillIncreasePerRepairedStructureDamage="0.1"
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SkillIncreasePerSecondWhenSteering="0.6"
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SkillIncreasePerFabricatorRequiredSkill="2"
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SkillIncreasePerHostileDamage="0.25"
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SkillIncreasePerSecondWhenOperatingTurret="0.1"
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SkillIncreasePerFriendlyHealed="2.0"
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AssistantSkillIncreaseMultiplier="1.0"
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MaximumSkillWithTalents="200.0"
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SkillIncreaseExponent="1.5"
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/>
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