raithwall
RPGM2 Helper
The World I know
Posts: 222
|
Post by raithwall on May 6, 2008 8:04:59 GMT -5
Hello, I do not understand Enable as Random Ability and Enable Random Effect on the advanced section of the Ability Editor.
I was thinking about making a certain ability that randomly casted other abilities, but can't seem to get it to do anything.
Can someone please tell me if they have used these features to do anything and how they work, because the help file doesn't tell me any of what I need to know.
|
|
|
Post by Dungeon Warden on May 6, 2008 10:00:53 GMT -5
Enable as Random Ability and Enable Random Effect allow those abilities or effects to be used when an skill with a random ability or effect is used. Only those abilities/effects will be selected from.
Therefore if you turn on randomness for only one ability then nothing will happen because there is only one ability to choose from. The more Abilities you Enable the more variety of effects you will have. The preset data is all set to not random, so that's probably why nothing seems to happen when you set an ability or effect to be random. Just set a bunch of effects to be random and you should see some random results.
|
|
raithwall
RPGM2 Helper
The World I know
Posts: 222
|
Post by raithwall on May 6, 2008 16:05:08 GMT -5
I don't get it, why would anyone want every ability to be random? This all or nothing at all approach doesn't make the least bit of sense ot me.
I think I am in need of a working example to see where this is going.
Like if I have a damage spell, and enable a random effect of the poison spell. Even with a maxed out ratio the poison effect does not occur. So in the long run I set a poison indrect effect and forget these advanced settings ever existed.
|
|
|
Post by sledgehammur on May 7, 2008 0:54:13 GMT -5
I think that the random effects of both the damage and the poison spell on, but I'm not sure about that.
|
|
|
Post by Dungeon Warden on May 7, 2008 10:23:06 GMT -5
So in the long run I set a poison indirect effect and forget these advanced settings ever existed. But you need to set the poison indirect effect for it to work in the first place. How the random factor works is that is replaces one indirect effect with other random indirect effect when random effects are turned on. It's a long chain of actions that need to be set up. It's too bad that there isn't an example in the game.
|
|
raithwall
RPGM2 Helper
The World I know
Posts: 222
|
Post by raithwall on May 7, 2008 16:42:53 GMT -5
Okay, so just to get a general idea here:
in a game where these random settings are working properly every spell in the game when cast might result in casting something completely different.
And if you enable a random effect (2nd setting) it will cast that specific spell after or instead of the current one?
So with the proper setup and scripts is it possible to do something thats actually useful like:
* Make a joker spell that is the only spell that casts random spells
* Make a single target fire spell, that sometimes becomes a multi hit fire spell.
* Set a single target spell that occassionally adds the poison spell. The poison spell has the poison indirect effect setup on it, but I could just add the poison "effect" in the non poison ability or in direct effects / custom. I don't actually need the poison "spell."
I'm curious to hear from someone whose done something with these settings.
|
|
|
Post by Neo Samurai on May 7, 2008 22:09:44 GMT -5
I believe that's about right. You can do all those things by enabling random abilities and effects.
You're ideas helped to inspire me. I never thought about using random abilities that way and it can definitely work. I might just use those ideas in a project of mine.
|
|
raithwall
RPGM2 Helper
The World I know
Posts: 222
|
Post by raithwall on May 8, 2008 9:08:53 GMT -5
If you do let me know how it turns out.
I don't recommend it though
|
|