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Roll bonuses
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DIABLO258
Moose_hater
6 posters
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Roll bonuses
why does an 02 have a +25 and a DvL +13, and Stinger plus +16? It doesn't make sence, I get its focused on strength, but this is abusable. Attributes shouldn't matter with rolls. There should be custom roll pluses for different people.
Ex:
02- Plus 10
EpU- Augments- Plus 15
Dvl- Augments moar- Plus 20
Attributes shouldn't matter.
Ex:
02- Plus 10
EpU- Augments- Plus 15
Dvl- Augments moar- Plus 20
Attributes shouldn't matter.
Moose_hater- Posts : 265
Join date : 2012-09-04
Location : Tennessee
Re: Roll bonuses
Attributes are for Citizens. I have yet to figure out how to seperate the roll command into two commands.
So just relaxe fo now.
So just relaxe fo now.
Re: Roll bonuses
kthnxDIABLO258 wrote:Attributes are for Citizens. I have yet to figure out how to seperate the roll command into two commands.
So just relaxe fo now.
Moose_hater- Posts : 265
Join date : 2012-09-04
Location : Tennessee
Re: Roll bonuses
Actually, with the new roll bonus plugin, do units keep their static roll gains? like OTA have a +30 and the 03-01 with a +10
Also, i think the roll bonuses that are shown after the /roll command is put in should be for the advantages that the character has.
Also, didn't you say the /roll gain bonus thing takes into account the weapons on the character too? If you just say that the roll gain bonus gained from attributes is for citizens, then how do you know what the roll bonus gain from weapons are.
Also, i think the roll bonuses that are shown after the /roll command is put in should be for the advantages that the character has.
Also, didn't you say the /roll gain bonus thing takes into account the weapons on the character too? If you just say that the roll gain bonus gained from attributes is for citizens, then how do you know what the roll bonus gain from weapons are.
Jaquecz- Posts : 494
Join date : 2013-01-09
Age : 27
Location : CANADA
Re: Roll bonuses
Moose_hater wrote:why does an 02 have a +25 and a DvL +13, and Stinger plus +16? It doesn't make sence, I get its focused on strength, but this is abusable. Attributes shouldn't matter with rolls. There should be custom roll pluses for different people.
Ex:
02- Plus 10
EpU- Augments- Plus 15
Dvl- Augments moar- Plus 20
Attributes shouldn't matter.
That now works if your inshape. Running, eating and your attributes fall into play.
Precinct Helghast- Obsidian Donator
- Posts : 271
Join date : 2012-09-29
Location : Canada
Re: Roll bonuses
I personally think the amounts for addition should be changed anyways. 06-03 +5 02-01 +10 EpU-DvL +15 All the highcommand +20 (All of this not including augs)
Gremnkai- Respected
- Posts : 495
Join date : 2012-08-30
Age : 27
Location : U wunt sum fuq?
Re: Roll bonuses
The reason the rolls are getting ridiculous is that we are using the plugin all wrong. Loads of rolling 100. Let me explain:
What you see is for example:
Name has rolled 87 out of 100.
Name has a gain of 10.
Now, what we do, is take the value 87 and add 10 to it. While actually, 87 already includes the roll gain! I read the plugin a while back when it was released (I'm on Cloudsixteen and stuff), and this is the code:
The roll gain is included in the roll. So, in our case, you get twice the roll gain. So we should just use the roll value. That already includes the bonus.
Also, I think we should just separate the weapon part of the plugin. When you try to run or something your weapon shouldn't matter.
Also, 06's and 05's aren't included in the default plugin (I do not know if Diablo added this).
What would be the best solution in my eyes is separate the values. In this way we have a separate roll without bonus (useful for when you're rolling for something like blood group, I did this yesterday, and roll gain just messes it up because I can't roll beneath 16 or something) and a separate roll for your weapon.
I quickly forked the RollGain plugin, edited some values and separated the rolls. I haven't tested it since I got no access to Clockwork atm, but in case anyone wants to use it and it gives an error, just let me know.
sh_roll.lua edit by Silverdisc.
What you see is for example:
Name has rolled 87 out of 100.
Name has a gain of 10.
Now, what we do, is take the value 87 and add 10 to it. While actually, 87 already includes the roll gain! I read the plugin a while back when it was released (I'm on Cloudsixteen and stuff), and this is the code:
- Code:
roll = base + gain
-- Makes sure the roll doesn't go over 100
if roll > 100 then
roll = 100
end
-- Notifys the player of the roll and their gain.
Clockwork.chatBox:AddInRadius(player, "roll", "has rolled "..roll.." out of 100.", player:GetPos(), Clockwork.config:Get("talk_radius"):Get());
Clockwork.chatBox:AddInRadius(player, "roll", "has a gain of "..gain, player:GetPos(), Clockwork.config:Get("talk_radius"):Get());
The roll gain is included in the roll. So, in our case, you get twice the roll gain. So we should just use the roll value. That already includes the bonus.
Also, I think we should just separate the weapon part of the plugin. When you try to run or something your weapon shouldn't matter.
Also, 06's and 05's aren't included in the default plugin (I do not know if Diablo added this).
What would be the best solution in my eyes is separate the values. In this way we have a separate roll without bonus (useful for when you're rolling for something like blood group, I did this yesterday, and roll gain just messes it up because I can't roll beneath 16 or something) and a separate roll for your weapon.
I quickly forked the RollGain plugin, edited some values and separated the rolls. I haven't tested it since I got no access to Clockwork atm, but in case anyone wants to use it and it gives an error, just let me know.
sh_roll.lua edit by Silverdisc.
Silver- Technical Officer
- Posts : 90
Join date : 2013-01-27
Age : 29
Location : Netherlands
Re: Roll bonuses
Silver wrote:The reason the rolls are getting ridiculous is that we are using the plugin all wrong. Loads of rolling 100. Let me explain:
What you see is for example:
Name has rolled 87 out of 100.
Name has a gain of 10.
Now, what we do, is take the value 87 and add 10 to it. While actually, 87 already includes the roll gain! I read the plugin a while back when it was released (I'm on Cloudsixteen and stuff), and this is the code:
- Code:
roll = base + gain
-- Makes sure the roll doesn't go over 100
if roll > 100 then
roll = 100
end
-- Notifys the player of the roll and their gain.
Clockwork.chatBox:AddInRadius(player, "roll", "has rolled "..roll.." out of 100.", player:GetPos(), Clockwork.config:Get("talk_radius"):Get());
Clockwork.chatBox:AddInRadius(player, "roll", "has a gain of "..gain, player:GetPos(), Clockwork.config:Get("talk_radius"):Get());
The roll gain is included in the roll. So, in our case, you get twice the roll gain. So we should just use the roll value. That already includes the bonus.
Also, I think we should just separate the weapon part of the plugin. When you try to run or something your weapon shouldn't matter.
Also, 06's and 05's aren't included in the default plugin (I do not know if Diablo added this).
What would be the best solution in my eyes is separate the values. In this way we have a separate roll without bonus (useful for when you're rolling for something like blood group, I did this yesterday, and roll gain just messes it up because I can't roll beneath 16 or something) and a separate roll for your weapon.
I quickly forked the RollGain plugin, edited some values and separated the rolls. I haven't tested it since I got no access to Clockwork atm, but in case anyone wants to use it and it gives an error, just let me know.
sh_roll.lua edit by Silverdisc.
I have an idea
Basically this:i recommend removing the weapon bonus gain from the regular /roll and out it into a diffrent command. Two roll commands /roll and /wroll
/wroll is just roll except it takes into account the weapons you have equipped.
the regular /roll command does not take the weapons you have equipped into account
maybe a /oroll command that doesn't use the roll bonus plugin for those times when things are REALLY based on luck.
Jaquecz- Posts : 494
Join date : 2013-01-09
Age : 27
Location : CANADA
Re: Roll bonuses
Meleepayne wrote:
I have an idea
Basically this:i recommend removing the weapon bonus gain from the regular /roll and out it into a diffrent command. Two roll commands /roll and /wroll
/wroll is just roll except it takes into account the weapons you have equipped.
the regular /roll command does not take the weapons you have equipped into account
maybe a /oroll command that doesn't use the roll bonus plugin for those times when things are REALLY based on luck.
That's basically what my edit is supposed to do. It outputs this when you /roll:
Player has rolled *** out of 100.
Player has a gain of ***.
Player has a weapon gain of ***.
The "normal roll" doesn't include any gains.
I could also make it so that the attributes only give a gain for civilians. I will be getting a copy of Clockwork pretty soon so I can finally test some stuff I made and start developing plugins for the C16 forums.
Silver- Technical Officer
- Posts : 90
Join date : 2013-01-27
Age : 29
Location : Netherlands
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