Gumbytie
July 17th, 2012, 08:57 PM
Okay,
Have been digging around and learned a few more things :)
Question 1:
So I am able to adjust starting cash up with the following "Mechanics"
<eval phase="Initialize">
herofield[acCashMult].value += 1
</eval>
How would I set the starting cash to $250 instead of the normal $500? The above sets it to $1000, BTW. I tried -=1 and ended up with zero starting cash :)
Question 2:
So using Factions, I am creating the functionality of "Nationalities" for Ragnarok (or any other game where needed). This works fine:
<eval phase="Initialize"><![CDATA[
perform hero.assign[Hero.NoRace]
perform hero.assign[Hero.FactionReq]
herofield[acFactTerm].text = "Nationality"]]>
</eval>
Now I want to reflect the bonus given to starting Americans, they get an additional skill point at creation to spend on either Fighting or Shooting. I am able to establish the additional Skill Point doing the following "Mechanics":
<eval phase="Setup" priority="8000">
#resmax[resSkill] += 1
</eval>
But that can be spent on anything. Any ideas how to limit that 'bonus' skill point only towards Fighting or Shooting?
Have been digging around and learned a few more things :)
Question 1:
So I am able to adjust starting cash up with the following "Mechanics"
<eval phase="Initialize">
herofield[acCashMult].value += 1
</eval>
How would I set the starting cash to $250 instead of the normal $500? The above sets it to $1000, BTW. I tried -=1 and ended up with zero starting cash :)
Question 2:
So using Factions, I am creating the functionality of "Nationalities" for Ragnarok (or any other game where needed). This works fine:
<eval phase="Initialize"><![CDATA[
perform hero.assign[Hero.NoRace]
perform hero.assign[Hero.FactionReq]
herofield[acFactTerm].text = "Nationality"]]>
</eval>
Now I want to reflect the bonus given to starting Americans, they get an additional skill point at creation to spend on either Fighting or Shooting. I am able to establish the additional Skill Point doing the following "Mechanics":
<eval phase="Setup" priority="8000">
#resmax[resSkill] += 1
</eval>
But that can be spent on anything. Any ideas how to limit that 'bonus' skill point only towards Fighting or Shooting?