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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Wed Apr 12, 2006 4:27 am Post subject: Setting stats vs stat cap |
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Is it true that Mr. Caron has added stat cap checking for the 'set hero stat' plotscripting command? I am not sure that this is a good idea. I think that it would be best to have commands 'get stat cap' (which may already be there, I can't remember right now), and then allow 'set hero stat' to override the stat cap. I think that this would allow for maximum flexibility for the game designer.
PS: Has anyone looked at my post for Bug 74? I'd like to know if such a test case would be helpful before I go about making one and getting it to an internet-able computer. |
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Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
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Posted: Wed Apr 12, 2006 3:28 pm Post subject: |
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As Fenrir was the only one who made any mention of stat caps at all, and he complained that it didn't work for plotscripting, I fixed it.
As for the post, I think James' idea is good. And, it would take 12 seconds to make (give or take). _________________ I stand corrected. No rivers ran blood today. At least, none that were caused by us.
Final Fantasy Q
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Wed Apr 12, 2006 5:06 pm Post subject: |
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Don't worry about the stat caps. Plotscript commands always ignore engine restrictions, and will do so here. _________________ "It is so great it is insanely great." |
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