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Stat Gain

このコンテンツはまだ日本語訳がありません。

Muscles grow by swinging hammers, minds by reading scrolls — and both are governed by Scripts/Misc/SkillCheck.cs.

Stat gain piggybacks on skill use: whenever a skill with lock set to up processes a gain event, TryStatGain runs. On this EJ shard the modern (ML-era) path is used.

  1. Chance roll: 5% for players (PlayerChanceToGainStats=5.0 in Config/PlayerCaps.cfg); also 5% for pets (PetChanceToGainStats=5.0).
  2. Stat selection: every skill defines a primary and secondary stat in the SkillInfo table (Server/Skills.cs). If both stats are set to up:
    • 3/4 chance the primary stat gains,
    • 1/4 chance the secondary gains. If only one is set to up, that one gains. If neither, nothing happens.
  3. Timer check: the per-stat gain delay is disabled on this shard (EnablePlayerStatTimeDelay=False), which the code collapses to an effective 0.5-second cooldown per stat — in practice, no throttle.

Examples of primary/secondary pairs (from Server/Skills.cs):

SkillPrimarySecondary
Swordsmanship, Blacksmithy, Mining, Lumberjacking, TacticsStrDex
Magery, Evaluating Intelligence, MeditationIntStr
Healing, VeterinaryIntDex
Hiding, Fencing, SnoopingDex(Int / Str)
Animal TamingStrInt

So a smith bulks up, a mage gets clever, and a tamer somehow gets both.

SkillInfo also carries per-skill StrGain/DexGain/IntGain values (e.g. Blacksmithy 1.0/0.0/0.0, Magery 0.0/0.0/1.5). These drive the pre-ML gain path ((info.StrGain / 33.3) > random), which is not used on this EJ shard — here only the primary/secondary designation and the flat 5% roll matter.

From Config/PlayerCaps.cfg (see the shard card):

  • Per-stat cap: 125 (StrCap/DexCap/IntCap), enhanceable to 150 (StrMaxCap etc. — e.g. via stat-boosting items).
  • Total stat cap: 225 (TotalStatCap).

When your three raw stats already total 225, IncreaseStat performs a swap: the gaining stat goes up by 1 only if another stat is set to down and can afford to drop (it must stay above 10). The lower of the two eligible down-stats is reduced first. With no stat set to down, you gain nothing at the cap — so set your stat arrows, not just your skill arrows.

  • Train skills whose primary stat is the one you want: chopping wood (Lumberjacking) for Str, casting (Magery) for Int.
  • Because the chance is flat 5% per skill-gain event, fast-gaining skills also train stats fastest — low-level skills below 10.0 gain on every use and pull stats along.
  • Stat lock arrows are independent of skill locks; check both in your skills gump.