This worked wonderfully...the only problem I had is that, theoretically,
Inquisitor stats are "limitless" in that there is no ceiling. However, I
was forced to create a "soft" ceiling of 499 b/c rendering stats, from
0-499, in blocks of 10, took up all of the available space in the xlat stat
line, and I didn't feel like creating a second xlat: statline to take care
of the second 500...

So if anyone is creating a Bloodthirster, you have to
stop their stats at 499 if you want AB to figure their points out...
m.e.
> -----Original Message-----
> From: Rob Bowes [mailto:rob@wolflair.com]
> Sent: Thursday, September 06, 2001 3:43 PM
> To:
armybuilder@yahoogroups.com
> Subject: Re: [AB] calculating points from statistics
>
>
> There are a number of ways to solve this in AB...
>
> The first method is to use "xlat" to map stats into the corresponding
> price. You would need two extra hidden stats for this. The
> first stat would
> receive the "xlat" result and the second would accumulate the
> extra cost
> for all the stats. You would have a string of attribute
> pairs, with the
> first doing an "xlat" of the next stat and the second doing a
> "base" to add
> the cost into the accumulation stat.
>
> The second method is to use a simple calculation. *IF* all
> calculation
> thresholds are multiples of 10, you can use this method.
> Create a hidden
> stat with no decimal points (normal). You can then do the
> following for
> your example below. First, divide the stat by 10, which
> determines how many
> +1s to add to the cost. Then subtract 50 (the threshold for 2
> point cost)
> and divide by 10 again. This determines how many MORE +1s to
> add. Since we
> already included +1 for each level over 50 in our first
> calculation, we
> only want to increase the cost by an addition +1 per level.
>
> The last method is to use a boatload of options that utilize
> "usta". With
> this method, you start with a base cost of 1 for each stat, define an
> option that costs 1 point for a stat value >= 10, another
> option that costs
> 1 point for a stat value >= 20, etc. When the stat exceeds
> the 2 point
> threshold, you have the cost be 2 points per option. This is
> the inelegant
> brute force approach (and the most work), but it will work.

>
> Personally, I like method #1, since it's generic and little work to
> implement.

>
> Hope this helps,
> Rob
>
>
> At 12:34 PM 9/6/2001 -0400, you wrote:
> >The Inquisitor game system has an "optional" points system.
> The points for
> >characters (or part of them) are calculated based off their
> statistics. For
> >example:
> >
> >At each characteristic/statistic (9 of them, I think), the
> character costs 1
> >point for every full 10 points of statistic (the statistics
> are d100 based)
> >up to 50 points. For every full 10 points over 50 points,
> he costs an
> >additional 2 points. E.g. a characteristic of 76 works out
> at 5 (50/10=5) +
> >4 (26 rounds to 20, 20/10 = 2) = 9 points (for that characteristic).
> >
> >How do I do this in armybuilder?
>
>
> --------------------------------------------------------------
> -------------
> Rob Bowes (rob@wolflair.com)
> (650) 726-9689
> Lone Wolf Development
>
www.wolflair.com
>
>
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