Castle Paradox Forum Index Castle Paradox

 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 
 Gamelist   Review List   Song List   All Journals   Site Stats   Search Gamelist   IRC Chat Room

More questions about stats

 
Post new topic   Reply to topic    Castle Paradox Forum Index -> HELP!
View previous topic :: View next topic  
Author Message
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?
_________________
Trixie is best pony. Tavi is a close second.
Back to top
View user's profile Send private message Send e-mail AIM Address Yahoo Messenger
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.
_________________
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
View user's profile Send private message MSN Messenger
Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

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.
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Display posts from previous:   
Post new topic   Reply to topic    Castle Paradox Forum Index -> HELP! All times are GMT - 8 Hours
Page 1 of 1

 
Jump to:  
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