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	<title>Template:Skilling success chart/doc - Revision history</title>
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	<updated>2026-05-05T20:45:27Z</updated>
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		<id>https://wiki.runerealm.org/index.php?title=Template:Skilling_success_chart/doc&amp;diff=34048&amp;oldid=prev</id>
		<title>Alex: Created page with &quot;{{documentation}}  Template used to add a graph of skilling success chances on a page.   Where to use: *Pages where the chance of obtaining an item (such as fishing raw tuna, cooking anglerfish, mining runite rocks, cutting yew trees) or an NPC (such as hunting black chinchompas, thieving from Knights of Ardougne) are dependent on the player&#039;s level in the appropriate skill.  ==Usage== &lt;pre&gt;{{Ski...&quot;</title>
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		<updated>2024-10-15T17:26:01Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;{{documentation}}  Template used to add a graph of &lt;a href=&quot;/index.php?title=Skilling_success_rate&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Skilling success rate (page does not exist)&quot;&gt;skilling success chances&lt;/a&gt; on a page.   Where to use: *Pages where the chance of obtaining an item (such as fishing &lt;a href=&quot;/w/Raw_tuna&quot; class=&quot;mw-redirect&quot; title=&quot;Raw tuna&quot;&gt;raw tuna&lt;/a&gt;, cooking &lt;a href=&quot;/w/Anglerfish&quot; title=&quot;Anglerfish&quot;&gt;anglerfish&lt;/a&gt;, mining &lt;a href=&quot;/index.php?title=Runite_rocks&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Runite rocks (page does not exist)&quot;&gt;runite rocks&lt;/a&gt;, cutting &lt;a href=&quot;/index.php?title=Yew_tree&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Yew tree (page does not exist)&quot;&gt;yew trees&lt;/a&gt;) or an NPC (such as hunting &lt;a href=&quot;/index.php?title=Black_chinchompa_(Hunter)&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Black chinchompa (Hunter) (page does not exist)&quot;&gt;black chinchompas&lt;/a&gt;, thieving from &lt;a href=&quot;/index.php?title=Knights_of_Ardougne&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Knights of Ardougne (page does not exist)&quot;&gt;Knights of Ardougne&lt;/a&gt;) are dependent on the player&amp;#039;s level in the appropriate skill.  ==Usage== &amp;lt;pre&amp;gt;{{Ski...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{documentation}}&lt;br /&gt;
&lt;br /&gt;
Template used to add a graph of [[Skilling success rate|skilling success chances]] on a page. &lt;br /&gt;
&lt;br /&gt;
Where to use:&lt;br /&gt;
*Pages where the chance of obtaining an item (such as fishing [[raw tuna]], cooking [[anglerfish]], mining [[runite rocks]], cutting [[yew tree]]s) or an NPC (such as hunting [[Black chinchompa (Hunter)|black chinchompas]], thieving from [[Knights of Ardougne]]) are dependent on the player&amp;#039;s level in the appropriate skill.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Skilling success chart&lt;br /&gt;
|label=Graph title&lt;br /&gt;
|xlabel=Label for x axis, defaults to &amp;quot;Level&amp;quot;&lt;br /&gt;
|ylabel=Label for y axis, defaults to &amp;quot;Success rate&amp;quot;&lt;br /&gt;
|cascade=Set to &amp;quot;yes&amp;quot; to use cascading interpolation, meaning rolls are performed sequentially on failure. When this is enabled, the order of entries matters.&lt;br /&gt;
|birdhouse=Set to &amp;quot;yes&amp;quot; to use birdhouse interpolation. &lt;br /&gt;
|caviar=Set to &amp;quot;yes&amp;quot; to use caviar interpolation.&lt;br /&gt;
|denom1=Denominator for caviar interpolation.&lt;br /&gt;
|showbefore=Option to display graph before the required level; use &amp;quot;no&amp;quot; to omit impossible chances (e.g. Chopping yews at level 20).&lt;br /&gt;
|label1=Item used or resource gathered (e.g. bronze axe or raw tuna)&lt;br /&gt;
|low1=The chance of success if the player&amp;#039;s level in that skill is 1, out of 255 (even if it&amp;#039;s not possible to perform that action at that level)&lt;br /&gt;
|bonuslow1=In case a secondary opportunity is given for the skill-check to succeed when the main roll fails, the low chance for this bonus roll (e.g. When fishing raw dark crabs and the first Diary-boosted roll fails, it falls back to the regular skill-check as a bonus roll).&lt;br /&gt;
|bonushigh1=The corresponding high chance for the bonus roll.&lt;br /&gt;
|high1=The chance of success if the player&amp;#039;s level in that skill is 99, out of 255&lt;br /&gt;
|req1=The skill level required to perform an action (e.g. 85 for fishing raw dark crabs)&lt;br /&gt;
|color1=Colour used for the graph line. Fitting colours are recommended, e.g. &amp;quot;blue&amp;quot; for raw cod. Hex colour codes such as &amp;quot;#cb410b&amp;quot; work too.&lt;br /&gt;
|image1=Item used or resource gathered (e.g. Bronze axe.png or Raw tuna.png)&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chance of Success===&lt;br /&gt;
The chance of success is a fraction of &amp;lt;math display=&amp;quot;&amp;gt;256&amp;lt;/math&amp;gt;, which is then interpolated between level &amp;lt;math display=&amp;quot;&amp;gt;1&amp;lt;/math&amp;gt; and &amp;lt;math display=&amp;quot;&amp;gt;99&amp;lt;/math&amp;gt; according to this function:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math display=&amp;quot;&amp;gt;f(L) = \frac{\lfloor C_{Low}(\frac{99-L}{98}) + C_{High}(\frac{L-1}{98}) + 0.5 \rfloor + 1}{256}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The final value is then clamped between &amp;lt;math display=&amp;quot;&amp;gt;0&amp;lt;/math&amp;gt; and &amp;lt;math display=&amp;quot;&amp;gt;1&amp;lt;/math&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Although the formula used by the engine uses fractions of &amp;lt;math display=&amp;quot;&amp;gt;256&amp;lt;/math&amp;gt;, the highs and lows are defined in the RuneScript code as fractions of &amp;lt;math display=&amp;quot;&amp;gt;255&amp;lt;/math&amp;gt;. Hence, success percentages shared with the community are most often derived from the values found in the code, and are therefore usually slightly inaccurate. The skilling success chart template mimics the same inputs that developers can see in the code, and therefore enter the high and low chances as values out of &amp;lt;math display=&amp;quot;&amp;gt;255&amp;lt;/math&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
{{Skilling success chart|label=Yew tree cut chance|lowLevel=60|showbefore=no&lt;br /&gt;
|label1=Bronze|low1=4|high1=12|req1=60|color1=saddlebrown|image1=Bronze axe.png&lt;br /&gt;
|label2=Iron|low2=6|high2=19|req2=60|color2=dimgray|image2=Iron axe.png&lt;br /&gt;
|label3=Steel|low3=8|high3=25|req3=60|color3=lightgray|image3=Steel axe.png&lt;br /&gt;
|label4=Black|low4=9|high4=28|req4=60|color4=black|image4=Black axe.png&lt;br /&gt;
|label5=Mithril|low5=10|high5=31|req5=60|color5=slateblue|image5=Mithril axe.png&lt;br /&gt;
|label6=Adamant|low6=12|high6=37|req6=60|color6=seagreen|image6=Adamant axe.png&lt;br /&gt;
|label7=Rune|low7=14|high7=44|req7=60|color7=steelblue|image7=Rune axe.png&lt;br /&gt;
|label8=Dragon|low8=15|high8=47|req8=61|color8=firebrick|image8=Dragon axe.png&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
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