Ok, I'm working on two things that have to do with percents, ok one I want to make all my skills have a percent, based on if the skill is at 1% they really really suck at it or if at 100% it works better, maybe even gives boosts. But I don't know how to set it to the statpanel I have my skills in and give all my skills percents..
If its not clear to you, I'll try again..
ID:161544
Apr 24 2008, 9:17 am
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In response to Nickr5
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Because, for example. You have a passive skill, Hand-to-Hand. At 1% you hit with a penalty and you use your hands more and more, the penalty slowly drops to the point where you do normal damage.
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In response to Lundex
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What exactly are you asking?
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In response to Nickr5
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Pretty much, when you look into your statpanel at your skills, you get the name of the skill, and a percent that show how much of that skill is mastered.
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Nope, makes no sense to me at all. Try showing some examples of what you're trying to do, perhaps?
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In response to Lundex
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/mob/Stat() |
And what is the problem? You don't know how to calculate a percent?
Anyway, a good way to do this is simply have the skill be in the range of 1-100 naturally, then you just display the skill itself. Note that you don't have to make a new character actually start at 1 (or 0), since realistically (for this example) everyone has some control over their hands, so the starting point would be around 25%, although that should actually differ depending on the character race, class, etc. |
In response to Kaioken
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Now my only problem is coming up with a basic formula for hand-to-hand and make it effective...any ideas Kaioken??
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In response to Lundex
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Well, that is up to you. First you need to make a list of all the possible factors you want to include in the formula (all things you want to affect the damage taken). Of course, this heavily depends on your game.
These could be (but not limited to) like: -the attacker's strength, handtohand skill, luck... -the defender's defense, blocking skill... -the attacker's weapon (brass knuckles?) -the defender's armor...shield... -randomness et cetera. After you've got that, give each factor a "priority", I mean, how much important it is and how much does it affect the damage compared to the others. Then you balance that out in a formula that produces consistently satisfying damage. |
In response to Kaioken
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Heh, thanks man. You always give ideas to help people get what their aiming for.
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http://www.byond.com/docs/ref/info.html#/proc/stat
http://www.byond.com/docs/ref/info.html#/atom/proc/Stat