[ian-reeds-games] Re: skill mod function

  • From: abigail prescott <abigail.prescott@xxxxxxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Sat, 24 Aug 2013 22:29:04 +0100

The spoken "h"? There's also the letter z. The pronunciation of it and the use of it in the place of "s". And of course, the accent.


I'm curious, what do you mean by applying them? Do you mean that you understand the concept of them storing information, but don't understand how or when to use them?

Abi


-----Original Message----- From: michael Tholl
Sent: Saturday, August 24, 2013 9:57 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: skill mod function

Only in the use of the spoken "h" and the use of "o u" where an "o'
will suffice. grins and ducks
I'd like to think I've married Brittish and English sarcasm, gotten
them divorced, remarried them, had children, redivorced, paid humor
support, remarried and fled both countries in a panic. But then.. I'd
also like to think that I'll win the lottery without playing, gain
millions of dollars and eventually finish a map pack. grin

On the topic of programming.. I always seem to sort of grasp things
when I have examples to work through, but any independent attempts
always fall apart on me.  Strings, I don't get. mostly because the
idea of variables is fine, it's applying them that loses me. I have
the same issue when it comes to making complex triggers in a mud
client. That's probably why I'll never get into trouble for botting..
anything. grin
Not sure if it counts in TB, but expanding variables really confuses
me.  I suspect if I went in and could follow the scripts made for TB I
might begin to make sense of some of that.
And to think I was going to minor in computer programming until my old
computer went to the Futurama graveyard back in college ages ago. lol


On 8/24/13, abigail prescott <abigail.prescott@xxxxxxxxxxx> wrote:
Is there a difference between American and British sarcasm?

Abi


From: Jono Heaps
Sent: Saturday, August 24, 2013 8:52 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: skill mod function

Lol. I love reading these emails. Listening to Jaws trying to marry up
American and British sarcasm and failing spectacularly is priceless. And on
top of that I’m actually starting to feel the erge to get into a bit of
programming for the first time in, 10 years? Although I don’t think the bit of Basic I did on my Blazie notetaker at 15 really counts as programming, no
matter how proud of my little calculator I was at the time.



Jono









From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Allan Thompson
Sent: Sunday, 25 August 2013 5:56 a.m.
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: skill mod function



Ok, so I am sarcasm deficient, grin. Or is that sarcasm disabled?
Sarcastically challenged, grin…



Actually, I did take a number of programming classes in the past. That was
years ago.

I did in fact flunk them. I remember some kind of window with all sorts of controls you can put into the window and make it say “Hi” and the like, but
that was more like point and click then programming anything. I did have a
little BASIC in High School on apple 2e computers with greenscale monitors.
That was a trip.



Ironically, I ended up becoming much more fascinated in building computers
and fixing their issues then actually telling them what to do. You would
think that I would have realized that was something I liked to do, but
programming was such a big deal with lots of potential…



So in short, you might as well consider me nearly clueless. Consider me
totally off the street wondering what all this stuff is, cause that is
exactly how I feel.



al



From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of abigail prescott
Sent: Saturday, August 24, 2013 1:22 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: skill mod function



But it’s you who didn’t notice the sarcasm, not me.



I have read it, which is why I decided to try writing some examples. The
problem is that I also like learning by looking at code and experimenting,
but because I’m limited to writing emails and not being there in person, I
can’t exactly go through it with you learning what things you do understand
and what you don’t. Examples should work if I put some comments in to
explain what things do, but it would be so much easier if I could actually
see what you were doing. Just out of interest, do you know anything about
programming at all? That’ll give me a better idea of what needs explaining
and what doesn’t.



Abi





From: Allan Thompson

Sent: Saturday, August 24, 2013 6:12 PM

To: ian-reeds-games@xxxxxxxxxxxxx

Subject: [ian-reeds-games] Re: skill mod function



Hi Abi,

Lol, the birthday, it was just an expression. Then again maybe sarcasm
doesn’t come across on email that well, grin.

I suggest that maybe you should take a look at Craig’s documentation. He
does a great job explaining and giving lots of examples. It is in the
documentation folder in the data for TB  folder.



Personally, I have a hard time sitting and being taught thru books or being
told what to do.

I am very much a hands on, see how it is done and then do it based on that.
It is why school was always so hard for me. If I can’t immediatly  use it
for practical purposes, I end up just losing it.

But if I can mess with examples that work, I have a chance at eventually
understanding and using it myself.

Everyone is different, but that is kind of how I do things.

I just keep practicing something till I got it, but it takes time for me to
get it. Sometimes I run out of patience  cause I just don’t understand it,
and it gets dropped till I can focus on it again. Sometimes that helps too.



al





From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of abigail prescott
Sent: Saturday, August 24, 2013 12:27 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: skill mod function



Well possibly, I don’t know when your birthday is. I’m not sure how well
that last script will work because there is a lot of different things to
keep track of and it still isn’t completely customiseable, but I’m mostly
worried about people understanding what to do with it (especially the
message thing). Do you think it makes sense? Or should I try to explain
things differently?



Abi





From: Allan Thompson

Sent: Saturday, August 24, 2013 4:34 PM

To: ian-reeds-games@xxxxxxxxxxxxx

Subject: [ian-reeds-games] Re: skill mod function



Is it my birthday already? Christmas? Cause there is all these gifts….grin.

Thanks for your hard work!

al



From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of abigail prescott
Sent: Saturday, August 24, 2013 10:16 AM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] skill mod function



Hi, I’ve been working on a script that will let you change the damage
inflicted by an skill depending on unit stats. I haven’t tested all of it,
and I might have forgotten to include some features that would improve how
it works, but it seems like it works...

https://dl.dropboxusercontent.com/u/94819755/skill%20mod.zip



Here’s a folder with the script to put into the scripts folder, an attack
skill file from my map that will hopefully help demonstrate how to use the
event and a file to help explain a slightly more complicated parameter you
can set.

The script file is called skill mod, the skill file is called attack, and
the other one is the help file.

I’ll add some more examples if people want them, I just haven’t written them
yet and I wanted to send this out.

This function should allow you to take different amounts of damage depending on either the stats of the unit using the skill, the unit the skill is being
used on, or both. You can use the stats in formulae to calculate how much
damage should be taken.

Parameters:

s_mod: the stat of the unit using the skill (known as the source_unit) that
modifies the damage

t_mod: the stat of the unit the skill is being used on (known as the
target_unit) that modifies the damage taken

affected: the stat that is affected, so health if the skill is an attack

multiplyer: this is a number that the modifier is multiplied by. If you want
the modifier to be divided instead, use 1/number you want to divide by.

add: this is a string (meaning it is in quotes), but it should either be a
number, a range (like 0r5 for a number from 0 to 5) or a dice roll (like 2d6
for a roll of two six-sided dice), the script turns it into a number

compare: a formula in quotes that you might want to use if you are using
s_mod and t_mod. E.g: “t_mod-s_mod” if you want to subtract the
source_unit’s stat from the target_unit’s stat.

message: this is explained in the help file as it is a bit more complex



Basically, after the game gets all these values, it works out the value of
mod (if only s_mod is used and not t_mod then mod is s_mod and vice versa,
if both s_mod and t_mod are used, then mod is the result of the formula in
compare). Then it multiplies mod by the multiplyer (if you use a decimal or fraction so it’ll divide, remember the number will be rounded) and adds add.
This number is called damage. Damage is then taken from the point you
specified for the affected argument.



This doesn’t only have to be used for offensive skills, I intend to write
some examples of how to use it for other kinds of skills.



Sorry if this isn’t very well explained, but I never was the best at
explaining things like this, and doing it by email is harder. It’s also too hot today, I think I’m going to take a break and have some icecream! I have the feeling I’m leaving something out, but I can’t remember it so hopefully
it isn’t important.



Abi



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