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

  • From: michael Tholl <mrtholl@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Sat, 24 Aug 2013 20:36:48 -0400

rofl!
Okay, I needed a few good laughs, thanks guys. lol
I think we took the extra i out of aluminum because we like X-men and
they have Cyclopse.. or something. laziest response ever? grins
Allan, don't forget the annual payment of seven whoopy cushions and
visitations by either parent, to be made in a clown car with 21 clowns
and one elephant. that's nonnegotiable.. Still laughing
Hmm. Think strings and ints make more sense now.  Ints must be a sum
or some mathematical equation whereas strings can be just about
anything else?
On the example you put out there Allan, my first impression, which is
likely wrong is more of an evaluation statement.
Everytime I see 0 and 1 used as variables it's to evaluate a
true/false statement inorder to perform whatever the function is.
Now, if you all will excuse me a minute, I need to take my
intelligence for a quick walk.. hoping I can trade it for some magic
beans.. I need those to trade for some aluminium.. I'll be the only
one on my block with a biclopse of a metal.
victorious cheer


On 8/24/13, abigail prescott <abigail.prescott@xxxxxxxxxxx> wrote:
> I've updated the skill mod function and added a healer skill file to look
> at.
>
> https://dl.dropboxusercontent.com/u/94819755/skill%20mod.zip
>
>
> -----Original Message-----
> From: abigail prescott
> Sent: Sunday, August 25, 2013 12:21 AM
> To: ian-reeds-games@xxxxxxxxxxxxx
> Subject: [ian-reeds-games] Re: skill mod function
>
> I think it's crime was making the word too long and hard to say for
> Americans. They can't handle long words too well, especially ones with too
> many vowels. Do you think it's because they can't say them or because they
> can't spell them?
>
> Abi
>
>
> -----Original Message-----
> From: Jono Heaps
> Sent: Saturday, August 24, 2013 10:50 PM
> To: ian-reeds-games@xxxxxxxxxxxxx
> Subject: [ian-reeds-games] Re: skill mod function
>
> Oh boy, look what I've gone and started! I was just trying to shoot a
> rabbit
> for my supper, I swear!
>
> By the by, I'd still like to know where the second "I" in "aluminium" is
> being held, and what precisely is it's crime. Smirk.
>
> And lol @humour support.
>
> Jono
>
>
>
>
> -----Original Message-----
> From: ian-reeds-games-bounce@xxxxxxxxxxxxx
> [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of abigail prescott
> Sent: Sunday, 25 August 2013 9:29 a.m.
> To: ian-reeds-games@xxxxxxxxxxxxx
> Subject: [ian-reeds-games] Re: skill mod function
>
> 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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