Elin
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SkillAndLuckMatter
   
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Gameplay: Cheat
File Size
Posted
Updated
85.963 KB
18 Dec, 2024 @ 3:46pm
19 May @ 2:28pm
5 Change Notes ( view )

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SkillAndLuckMatter

Description
Your skill and luck influence your drops when doing activities.

Each activity is influenced by its skill level (what you'd gain XP on from doing it).

Note this doesn't change the chances of individual items appearing, just adds a chance to get a 2nd roll of items from the same source.

Formula:
(Skill Level * Skill Level Modifier * Skill Weight + Luck Level * Luck Level Modifier * Luck Weight) / (Skill Weight + Luck Weight)

You can change the modifiers and weights in the settings, by default there's no modifiers and the skill to luck ratio is 3:2.

The result of the formula above is checked against a non-linear scale to determine the chances of the 2nd roll of drops.
Results and chances:
10 = 15% chance
40 = 50% chance
100 = 75% chance
200 = 100% chance
300 = 200% chance (for crafting, see below)

For crafting instead of a duplicate item you get the crafting materials back and the chance is 1/10 of the result above (but it continues to scale and every +100 result value gives +10% chance).

Technically at high levels it's possible to duplicate things by building blocks/floors and destroying them, but I cannot validate if blocks/floors are crafted by the player or not, (ab)use as you see fit.

Settings can be adjusted in the config file that appears on Elin\BepInEx\config after the first launch of the game with the mod enabled or by using https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3379819704 (allows changing the settings without restarting the game).

Implemented:
- Mining
- Digging
- Harvesting/Gathering/Reaping
- Fishing
- Crafting/Processing

If you want to help find actions which this mod doesn't apply to yet and maybe it should, enable the debug setting and you'll receive a notification (on the pop notification widget) with each action you take that could give you drops (even if you don't actually get more drops), you can then report actions which you think should give more drops but aren't being considered.
It's possible that some things can have a pop up but still be missed, for example, bird nests actually have specific code for the chances of giving eggs which is separate from their standard drops, unfortunately there's no great way to detect these cases outside of going through all the code.
43 Comments
NPOu  [author] 3 hours ago 
@Alleviant
No worries, glad it's fixed.
Alleviant 9 hours ago 
@NPOu Ouch, it was just game file corruption caused by a ssd crushing. Sorry for wasting your time.
Alleviant 7 Aug @ 6:06am 
@NPOu Yes i'm sure. But if you can't reproduce this maybe it's just my local bug or smth. I'll try to dig it out. Anyway thank you.
NPOu  [author] 6 Aug @ 12:10pm 
@Alleviant
Are you sure it's this mod? Can't reproduce it.
Alleviant 6 Aug @ 7:45am 
MissingMethodException: Method not found: Thing .ThingGen.Create(string,string)
at (wrapper dynamic-method) Map.DMD<Map::MineObj>(Map,Point,Task,Chara)
at GrowSystem.OnProgressComplete (Chara c) [0x0000f] in <d030fa5f696c4da3910f111c71345df0>:0
at TaskHarvest+<>c__DisplayClass24_0.<OnCreateProgress>b__2 () [0x001b5] in <d030fa5f696c4da3910f111c71345df0>:0
at Progress_Custom.OnProgressComplete () [0x0000a] in <d030fa5f696c4da3910f111c71345df0>:0
at AIProgress+<Run>d__15.MoveNext () [0x000fe] in <d030fa5f696c4da3910f111c71345df0>:0
at AIAct.Tick () [0x000a5] in <d030fa5f696c4da3910f111c71345df0>:0
at AIAct.Tick () [0x0002c] in <d030fa5f696c4da3910f111c71345df0>:0
at Chara.Tick () [0x00694] in <d030fa5f696c4da3910f111c71345df0>:0
at GameUpdater+CharaUpdater.FixedUpdate () [0x00065] in <d030fa5f696c4da3910f111c71345df0>:0
at GameUpdater.FixedUpdate () [0x000aa] in <d030fa5f696c4da3910f111c71345df0>:0
Alleviant 6 Aug @ 7:42am 
Possible bug found. Both nightly and stable versions. The bug occurs when trying to collect flowers, trees, etc. The collection action does not occur.
Tangent Logic 3 Aug @ 9:12am 
Sorry, it looks like another mod was causing the bug thru some complex unforeseen web of mods. Now that the original source is fixed I'm not seeing the error.
NPOu  [author] 28 Jul @ 12:28pm 
@Tangent Logic
Are you sure it's this mod? It shouldn't affect combat.
Tangent Logic 27 Jul @ 8:14am 
- with recent stable version 7/27
its causes bugs

System.Boolean subAttack) [0x00068] in <2d558dff9ced4a59aed071e59b80d671>:0
at ActMelee+<>c__DisplayClass17_0.<Attack>g___Attack|1 (BodySlot slot) [0x00236] in <2d558dff9ced4a59aed071e59b80d671>:0
at (wrapper dynamic-method) ActMelee.DMD<ActMelee::Attack>(ActMelee,single,bool)
at (wrapper dynamic-method) ActMelee.DMD<ActMelee::Perform>(ActMelee)
at (wrapper dynamic-method) Act.DMD<Act::Perform>(Act,Chara,Card,Point)
at (wrapper dynamic-method) Chara.DMD<Chara::UseAbility>(Chara,Act,Card,Point,bool)
at GoalCombat.TryUseAbility (System.Int32 dist, System.Boolean beforeMove) [0x01480] in <2d558dff9ced4a59aed071e59b80d671>:0
at GoalCombat+<Run>d__16.MoveNext () [0x00e0f] in <2d558dff9ced4a59aed071e59b80d671>:0
at AIAct.Tick () [0x000a5] in <2d558dff9ced4a59aed071e59b80d671>:0
at (wrapper dynamic-method) Chara.DMD<Chara::Tick>(Chara)
CyborgJellyFish 11 Jun @ 1:50am 
- with the recent stable version of the game

There's your issue. Beta --> nightly. :steamthumbsup: