improvement for [chance_to_hit]
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improvement for [chance_to_hit]
The way chance_to_hit works could be improved to cover more use cases.
Currently add/subtract/multiply/divide always work on top of existing specials. e.g. Magical would have 80% hitchance if attack is affected by an "add 10%" special.
Would be nicer if the content creator can decide how it works depending on the cumulative status (yes= always on top of other specials, no= does not affect fixed specials)
Propably affects other weapon_specials too, but I have not tested this
Currently add/subtract/multiply/divide always work on top of existing specials. e.g. Magical would have 80% hitchance if attack is affected by an "add 10%" special.
Would be nicer if the content creator can decide how it works depending on the cumulative status (yes= always on top of other specials, no= does not affect fixed specials)
Propably affects other weapon_specials too, but I have not tested this
Code: Select all
#define SPECIAL_TEST_CTH
[chance_to_hit]
id=self
name= _ "self"
apply_to=self
description= _ ""
add=10
cumulative=yes
[/chance_to_hit]
[chance_to_hit]
id=opponent
name= _ "opponent"
apply_to=opponent
description= _ ""
add=10
cumulative=no
[/chance_to_hit]
#enddef
Re: improvement for [chance_to_hit]
It is not that simple. As additive cth ability you should want to be cumulative with other additive cth abilities, while depending on situation there could be need to enable or disable itself if another fixed value cth ability is already active.