 |
Castle Paradox
|
View previous topic :: View next topic |
Author |
Message |
RelicMaker
Joined: 04 Aug 2013 Posts: 18 Location: Somewhere between Jacobstown and New Canaan
|
Posted: Wed Jan 22, 2014 11:13 pm Post subject: More questions about stats |
|
|
So I have a couple more questions regarding stats.
First one is about the Ctr stat. I know attacks can reference it for an Instead chain and that it caps at 100. Is there any way to use it as a percentage?
What I'd like to do is have it represent a %chance of spell failure. The system would generate a random number 1-100 and if that number is higher than the character's spell failure chance, which I'm using counter for, the spell works normally; otherwise, it would Instead chain to a dud effect, maybe just an empty attack with a caption. Is this possible? How do I do it?
Secondly, is it possible to have minimum stat requirements?
Lets say a piece of armor is really heavy, or a spell is difficult to learn. Can I have a minimum Strength requirement to equip that armor, or a minimum magic requirement to learn that spell? _________________ Trixie is best pony. Tavi is a close second. |
|
Back to top |
|
 |
Rya.Reisender Snippy

Joined: 18 Jan 2008 Posts: 821
|
Posted: Wed Jan 22, 2014 11:40 pm Post subject: |
|
|
Couldn't you just use accuracy?
It will not really be fully percentual, though, I don't think you can directly tweak the formulas, you need to use one of the available ones.
But what I would do is define Ctr as the evasion stat for spells. Then use "100" as the hit stat. And then define "Poor Accuracy".
(note: I'm doing this from memory so not 100% sure if it still works this way)
Quote: | Secondly, is it possible to have minimum stat requirements?
Lets say a piece of armor is really heavy, or a spell is difficult to learn. Can I have a minimum Strength requirement to equip that armor, or a minimum magic requirement to learn that spell? |
There are no equip requirements available by default, but you could do an onequip script that simply removes an equip when the requirements are not met. It's just annoying from a player viewpoint.
What probably could be done but I'm not sure is that you create a script that runs whenever a character gets stronger and then that script modifies the info on who can equip which item. _________________ Snippy:
"curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary) |
|
Back to top |
|
 |
Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
|
Posted: Thu Jan 23, 2014 7:21 am Post subject: |
|
|
Neither of those things are currently possible, but both of them are good feature suggestions. |
|
Back to top |
|
 |
|
|
You can post new topics in this forum You can reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
Powered by phpBB © 2001, 2005 phpBB Group
|