I'm sure this is possible, but it's here where the syntax gets just a little confusing for me.
All of the characters in my game are going to take a new advantage: "RP". It costs 1 point/level, but they get it free at a level equal to their (ST+HT)/2, rounded down.
So if someone has ST 11 and HT 12, and he clicks on the new RP advantage, I want it to be added as "RP 11 [0]". He can then raise it for 1 point/level.
I feel like this should be simple (probably involving a new behind-the-scenes attribute), but I'm stumped on the specifics of execution.
How do I create a leveled advantage that starts at a calculated value?
All of the characters in my game are going to take a new advantage: "RP". It costs 1 point/level, but they get it free at a level equal to their (ST+HT)/2, rounded down.
So if someone has ST 11 and HT 12, and he clicks on the new RP advantage, I want it to be added as "RP 11 [0]". He can then raise it for 1 point/level.
I feel like this should be simple (probably involving a new behind-the-scenes attribute), but I'm stumped on the specifics of execution.
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