[ian-reeds-games] Re: Script update: Critical is relative

  • From: "Craig Brett" <dmarc-noreply@xxxxxxxxxxxxx> (Redacted sender "craigbrett17@xxxxxxx" for DMARC)
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Tue, 24 Mar 2015 06:47:43 +0000

I believe it still should, yes. From when I was playing around with it it did, anyway.


On 24/03/2015 00:23, Monkey wrote:
Quick question about this, if you don't have a
critical_hit_defence_chance set to a unit but you have it affected by
an  effect that has a defence_chance_modifier, will it add that to the
unit in question or no?

On 3/23/15, Monkey <murtagh69.monkeys@xxxxxxxxx> wrote:
Perfect, that's exactly what I needed!
Thanks!

On 3/23/15, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote:
Hi all,

A minor script update from me this time. As requested, I've implemented
a couple of effect flags to effect critical_hits.

* critical_hit_chance_mod, a percentage added to any critical_hitting
skill an effected unit uses.
* critical_hit_defence_chance_mod, a percentage added to a unit's
critical_hit_defence when calculating whether something is a critical
hit or not.

You can get the scripts from here
<https://dl.dropboxusercontent.com/u/5405418/Craig%20Brett.zip>
And the documentation from here
<https://dl.dropboxusercontent.com/u/5405418/Craig%20Brett%20Documentation.zip>

To put a little caveat, before anyone asks, no, these don't work on
equipped items yet. We don't currently have equipped items exposed to
scripters in a nice way, I'm going to look into that in the near future
hopefully.

I hope you like these updates!

Craig


--
-Mew
__________
http://www.savethefrogs.com/




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