Senior Member
Join Date: Jul 2007
Location: Walbridge, Ohio
Posts: 767
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Hey all,
I am still working L5R (I know its taking me forever, but I am not a prgram) ok so I have this working but I have one snag. In L5R you have two abilities that make one Ring Ie Reflexes and Awareness (the game calls these Traits, I have them as Attributes ie attrRef and attrAwa) combine and the lower of the two make the score for the Air Ring( I have the the Rings made as Traits for the program so trAir). This all works. A player may increase a trait by spending exp/CP at the start the cost is = to the new trait level * 4 ie reflex of 2 to increase to reflex of 3 cost 12 points (3*4=12) BUT Because it has no Traits, the Void Ring may be increased on its own. This is more expensive. Increasing a character’s Void Ring costs a number of points equal to six times the new rank. For example, increasing a character’s Void Ring from 2 to 3 would cost 18 Experience Points. I have Void as a Trait so I am stuck on how to make only the Void cost *6 when I have the other still *4? Here is the trait.str lines I have for trait cost: <!-- Each attribute point above one that is allocated by the user costs 4CP * the level, per level --> <eval index="3" phase="Traits" priority="10000"> <before name="Calc resLeft"/> <after name="Bound trtUser"/><![CDATA[ var traitlevel as number var traitcost as number var finalvalue as number traitlevel = field[trtUser].value traitcost = 4 finalvalue = traitcost / 2 * (traitlevel * traitlevel + traitlevel) hero.child[resCP].field[resSpent].value += finalvalue - 12 ]]></eval> Thanks for any help everyone. Sean |
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