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Implemented Adjust Medicine xp

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Sagsworth

Radio Bob Approved
Joined
Sep 21, 2020
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XP gained for crafting medicine items is considerably lower than basic crafting XP, despite often being significantly harder. Making mixtures which is a basic requirement on the road to making most medical items can't even be crafted without GM help as the alcohol item is not craftable, so GMs have to watch players distil large quantities of alcohol - which provides no XP and varies from GM to GM how much is required and how much is given. So medicine requires more resources, gives less XP and requires admin supervision to work at all. Please give the XP gained a buff at least, and add alcohol as a craftable item by distilling drinks without GM supervision.
 
I believe Robert is already working on this
 
Merging discussion into:


This thread is mentioned on the OP.
 
Already fixed it up upping the EXP gained. Can't up the scaling higher for some things as some items will end up giving over 1000XP in a few seconds on use.

Unlike other skills, this uses multipliers and not set values. So currently we got the XP values set to [(value) x 4 x 3 x 2 = ???] It was once 2x2x1, we have upped it which while looking like a small change, really sends medicine xp flying upwards depending on the person, health lost, your current level, etc.
 
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