Stats and skills
The stats and skills of Kingdom Come: Deliverance II as the game names them (Libs/Tables/rpg/stat.xml, skill.xml), and the
names a game mode gives the server’s progression calls. SetPlayerStat(pid, stat, level) and SetPlayerSkill(pid, skill, level)
(Lua, C#) take the name column, a level from 0 to 30
and, as an optional third argument, the XP already gathered toward the next level. A set is exact: it raises or lowers the
level to what it says, and the game shows no level-up notice. GetPlayerStat and
GetPlayerSkill answer the level the player’s game last reported or the mode last set
(0 = not known yet); GetPlayerStatXP and
GetPlayerSkillXP answer the XP.
The levels of a player are the game mode’s to keep. A player nobody set starts as the level’s own character - as measured on
Kuttenberg, at level 5 in the four core stats, in storyprogress and in sixteen of the skills, and at level 0 in prestige and in
the other fourteen skills (bard, cooking, fishing, mining, first_aid, weapon_shield, weapon_dagger, tailoring,
armourer, weaponsmithing, shoemaking, gunsmithing, bowyery and gambling), with no XP and no perk points. The server
remembers nothing between visits: a mode that wants a character’s progress to last reads it with
GetPlayerProgress and puts it back at the login with
SetPlayerProgress. Players gain no XP on their own unless the mode turns it on with
SetXPRate; AddPlayerStatXP and
AddPlayerSkillXP give XP by hand. [spawn] stat_level in server.toml raises the
four core stats for everyone at every spawn and never lowers one. The character’s perks are the mode’s to give and take
too; the whole group of calls is on Stats, skills, XP and perks.
Names are lower case; a few words the game’s menus use are understood as well (warfare for fencing, horsemanship for
horse_riding, sword for weapon_sword, bow for marksmanship …). A stat call given a skill’s name, or the other way round,
is refused.
| name | shown as | what it is |
|---|---|---|
strength |
Strength | one of the four core stats |
agility |
Agility | one of the four core stats |
vitality |
Vitality | one of the four core stats |
speech |
Speech | one of the four core stats |
storyprogress |
the story’s progress, the game’s own stat of that name | |
prestige |
Blacksmith Prestige | the blacksmithing prestige of the story game, not a combat stat |
mainlevel |
the level the character screen shows as the main level; the game works it out from the other levels, so it can be read (GetPlayerStat) but not set and gathers no XP |
Skills
Section titled “Skills”A hidden skill is one the game’s own character screen does not show; the name is still the table’s, and whether the
engine takes a level for it is untested. fencing (Warfare) is the game’s parent of the weapon skills: the game works its level
out from theirs, so a level or XP for it is refused - set weapon_sword and the others instead (its perk points are its own).
| name | shown as | category | hidden |
|---|---|---|---|
alchemy |
Alchemy | NonCombat | |
armourer |
Armourer | NonCombat | yes |
bard |
Fox | NonCombat | yes |
bowyery |
Bowyery | NonCombat | yes |
cooking |
Cooking | NonCombat | yes |
craftsmanship |
Craftsmanship | NonCombat | |
defense |
Defence | Combat | yes |
drinking |
Drinking | NonCombat | |
fencing |
Warfare | Combat | |
first_aid |
First Aid | NonCombat | yes |
fishing |
Fishing | NonCombat | yes |
gambling |
NonCombat | yes | |
gunsmithing |
Gunsmith | NonCombat | yes |
heavy_weapons |
Heavy Weapons | Combat | |
horse_riding |
Horsemanship | NonCombat | |
houndmaster |
Houndmaster | NonCombat | |
marksmanship |
Marksmanship | Combat | |
mining |
Mining | NonCombat | yes |
scholarship |
Scholarship | NonCombat | |
shoemaking |
Cobbler | NonCombat | yes |
stealth |
Stealth | NonCombat | |
survival |
Survival | NonCombat | |
tailoring |
Tailor | NonCombat | yes |
thievery |
Thievery | NonCombat | |
weapon_dagger |
Dagger | Combat | yes |
weapon_large |
Polearms | Combat | |
weapon_shield |
Shield | Combat | yes |
weapon_sword |
Swords | Combat | |
weapon_unarmed |
Unarmed | Combat | |
weaponsmithing |
Weaponsmith | NonCombat | yes |
Horses
Section titled “Horses”A horse has four stats of its own: strength, agility, vitality and courage, each 0 to 30 (0 = the breed’s own).
SetHorseStat sets one exactly, GetHorseStat
and GetHorseStats read them back. They belong to the horse in the world, so a mode
that keeps horses saves them with the horse.
