Pink Petal Games
PyTFall => PyTFall: General information => Topic started by: Pinkutako on July 09, 2014, 10:28:28 AM
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Hey Guys,
I had a question about some of the information in the items XML. Specifically weapons. Most of it is pretty straight forward, but I was curious to know what these four do or mean:
dismod
chance
eqchance
badness
Also, I began modding some of the weapons and armor for my personal gameplay. Basically, I was switching the Max and Mod Values. My feeling was that the importance of weapons and armors is to increase your maximum stats rather than just give you a stat. For Example: A Longsword gives Max Attack 5 and Mod Attack 10. I would rather see it raise your Max Attack by 10 and give very little or no direct attack gain. This would give the player a sense of learning to use the weapon. Attack, Defense, Agility, and Magic are all gained rather steadily from arena combat. This would probably mean a bit of re-balancing for items.
Anyway, I might be talking out of my ass, but those were just my thoughts as I play. Keep up the good work.
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dismod
chance
eqchance
badness
Implemented:
chance is a chance for an item to appear at given location (more than one location can be specified). For now we have shops so it's basically a chance for a shop to stock the item.
Not Implemented:
dismod = Disposition Modifier.
badness = (WM like) how good would a girl consider this item for her.
eqchance = Chance to Auto-Equip an item.
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Thanks for the fast response last time. I started messing around with miscellaneous items a bit and I have a couple more questions.
what do cmax and mtemp do?
also, I am assuming that goodtrait and badtrait are tied into dismod and badness and are therefore not implemented yet.
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Explanations are here: http://www.pinkpetal.org/index.php?topic=1883.0 (http://www.pinkpetal.org/index.php?topic=1883.0)
While a bit outdated, as we moved items to .json files, most if the fields still do the same as before.
But feel free to ask If something is still unclear.
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Thanks ;D