Powered by Jitbit .Net Forum free trial version.

HomeStoryNexus » StoryNexus: Advice and Discussion

How to build things with StoryNexus

Percentage bonuses from items. Messages in this topic - RSS

leonn3k
leonn3k
Posts: 14

1/30/2014
So basically what I'm trying to do is get the weapon item to give a percentage boost of your combat stat rather than a fixed number. I tried doing a rich effect like [qb:Combat]/100*30 to get a 30% boost but it doesn't work. Does anyone have any idea how this could be done?

Thanks for your time smile
0 link
cyberpunkdreams
cyberpunkdreams
Posts: 527

1/30/2014
It's [q:Combat]/100*30 (not [qb:..., but that may have just been a typo). That should work fine if you're using linear numbers for your Combat quality, but if you're using a pyramid number it'll be adding the boost in change points, not levels. So if they've got Combat 12, it'll be adding four CPs, not four levels.

What you can do is calculate roughly the CPs they have for their level (using the formula in the manual) and base your calculation on that, which, with a bit of tweaking, so give you roughly what you want...

--
Seeking alpha testers for a new StoryNexus cyberpunk RPG.

Welcoming friends, rivals, sightseers; a life of some importance in the Neath.
+1 link
Alexis Kennedy
Alexis Kennedy
Posts: 1374

1/30/2014
Sadly not. It may eventually, but that's one of the oldest bits of the whole system (as you may notice from the odd behaviour you get if you modify an enhancement bonus).

leonn3k wrote:
Thanks a bunch! I'm a fan of your game smile I was using [qb: as the manual says you use that to get the unmodified version of the base stat but I guess that's wrong. Unfortunately it still throws up an error upset Does the Enhances thing (this bit http://i.imgur.com/iR40CLG.png) just not accept rich effects/math?


  • +1 link




    Powered by Jitbit Forum 8.0.2.0 © 2006-2013 Jitbit Software