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More questions about stats

 
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RelicMaker




Joined: 04 Aug 2013
Posts: 18
Location: Somewhere between Jacobstown and New Canaan

PostPosted: Wed Jan 22, 2014 11:13 pm    Post subject: More questions about stats Reply with quote

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?
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Rya.Reisender
Snippy




Joined: 18 Jan 2008
Posts: 821

PostPosted: Wed Jan 22, 2014 11:40 pm    Post subject: Reply with quote

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.
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Bob the Hamster
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Joined: 22 Feb 2003
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PostPosted: Thu Jan 23, 2014 7:21 am    Post subject: Reply with quote

Neither of those things are currently possible, but both of them are good feature suggestions.
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