Jambo11 Posted March 26, 2014 Share Posted March 26, 2014 The skill magazines always bothered me: you read it and learn something new, but you completely forget what you learned, a few minutes later. What, am I Leonard Shelby? Nevermind that the magazine is physically consumed in the process, but that's beside the point. But...they give the player the means to temporarily boost a particular skill, to help get through part of the game, so they're not all bad.Plus, there so many magazines in the game that making the benefits perminent would make the game less challenging. While it would be easy enough to add a small perminent skill increase, on top of the temporary +10, even a definite +1 for every magazine seems too much; in fact, I already made such a mod. What I have in mind is a mod that keeps the current benefits of magazines, but it introduces a chance that the player will retain some of the information. i.e. they could possibly gain +1 or +2 to the associated skill. Link to comment Share on other sites More sharing options...
Jambo11 Posted April 13, 2014 Author Share Posted April 13, 2014 Well, I thinkI have this halfway figured out, but...I'm probably wrong: scn BarterMagEffectScript begin ScriptEffectStart if GetRandomPercent > 50 player.modav barter 2 elseif GetRandomPercent > 25 player.modav barter 1 endif end If I'm understanding it correctly, the player's Barter skill will be increased by 2 if a random percentage is greater than 50. If it's only greater than 25, the player's Barter skill is increased by 1.I feel like there's some way that I could use both "if" statements with one "GetRandomChance." Otherwise, it's rolling the 100-sided dice twice...but that's neither here nor there since I'm no good at adding new scripts to the game, Link to comment Share on other sites More sharing options...
Recommended Posts