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