Hmmmm... I like the alternate choice; Defense_chance I like to have a broad sweep over all possible attacks but also able to define special defense properties against specific attacks. Also maybe damage types need to be considered. For one might want a defense chance against physical attacks but not magic attacks. I am not sure on how tow to parser it along with skills. Maybe a separate flag? Skill 10 |flags Defense_chance_type=physical|10,50|magic Or maybe; Damage_type_defense= etc and so forth. So these could work together or just one of them. defense_chance 10|melee_attack,15|fireball Damage_type_defense=5|fire So a melee attack would suffer a neg 10 to hit but a negative 20 for fireball since both the skill and DT is there. I am not sure how to work the sounds in. maybe a sound plays when a certain group of the chance roll is hi. So if you specify a defense sound plays when the attackers chance roll hits between 11 and 16? Gave it my best shot. Hope these ideas are usefull in some way. al -----Original Message----- From: ian-reeds-games-bounce@xxxxxxxxxxxxx [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Craig Brett (Redacted sender "craigbrett17@xxxxxxx" for DMARC) Sent: Tuesday, March 24, 2015 5:04 PM To: ian-reeds-games@xxxxxxxxxxxxx Subject: [ian-reeds-games] Re: armor suggestion Thanks :) it's good to hear I'm probably not going to do it for this release, primarily because I want to think how I can do it. I would ideally want it to be something like this: Unit 10 |flags fireball_defence_chance 10 // fireballs lose 10% chance when used on this unit // not so sure about this catch all thing, as it then begs the question what we do with skills with no explicit chance set defence_chance 5 // -5% chance of any skill succeeding when directed at this unit And then on something like an item Item 10 |flags ranged_strike_defence_chance 5 // this item offers 5% better evasion from ranged strike skill when equipped With similar things being on effects and terrains My only worry is I think this will trip up the parsing of skill modifiers. I'm not sure. An alternative might be this: defence_chance fireball|10,ranged_strike|5 I'm not sure how we determine whether the skill failed or was blocked/evaded, so whether it was due to bad luck on the attacker's side or good luck or skill on the defender's side, so I'm not sure what to do about sound replacements there. Any thoughts on all of this? On 24/03/2015 20:41, Allan Thompson wrote: > Your doing a great job man! Thanks for considering the suggestion. > al > > -----Original Message----- > From: ian-reeds-games-bounce@xxxxxxxxxxxxx > [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Craig Brett > (Redacted sender "craigbrett17@xxxxxxx" for DMARC) > Sent: Tuesday, March 24, 2015 10:21 AM > To: ian-reeds-games@xxxxxxxxxxxxx > Subject: [ian-reeds-games] Re: armor suggestion > > Hey Allan, > > I want this too. I remember suggesting this a while back. Maybe I'm in > a position now to give it a try. Maybe have terrain and effects that > can effect this, that would be cool. > Fingers crossed I can find time to give this a shot. > > > >> On 24 Mar 2015, at 12:42 pm, Allan Thompson <allan1.thompson@xxxxxxx> > wrote: >> I was wondering if there was a way to give units or maybe skills and >> items a flag that can affect the chance of success of an attacking. >> >> Maybe achance protect.for instance if an attacker has a 100% chance >> for success and some kind of armour give the target a negative 10 to >> the attackers chance, lowering it to 90%. >> Or maybe some kind of chance to defend flag which can simply check if >> a successful attack was blocked. >> >> It would just be nice to have armor do more then just deflect damage. >> >> Thanks. >> al >> >> "The truth will make you free" >> Jesus Christ of Nazareth 33AD >> >> >> >> > >