Hi all
I have what I think might actually be a complicated questions here. Certainly is for me…
I want to have independent statistics which the player influences (the choices make them go up or down), and then from these are calculated some “dependent statistics” for skill checks.
For example:
Independent stats: Choices can affect these via fairmath.
Intelligence: 20
Social IQ: 20
Dependent Stats: Skill check is based on this
Persuasion = (Int+SIQ)/2
I created and set the independent stats, and they’re adjusting as hoped per choices. Yay.
I created and set the dependent states based on the independent stats. The math is right for the starting values, but the dependent stats aren’t updating when the independent stats change through the game. Can anyone please help?!
*create Mental_Acuity 20
*create Might 20
*create Agility 20
*create Perception 20
*create Social_Intellegence 20
*create Determination 20
*create Ethical_Sense 50
*create Physical_Combat 0
*create Ranged_Combat 0
*Create Evasion 0
*Create Deception 0
*create Persuasion 0
*create Intimidation 0
*create Tenacity 0
*Create mental_toughness 0
*create Constitution 0
*create Intellegence 0
*create Evasionpt 0
*create ESAV 0
*create Self_Orientation 0
*create Other_Orientation 0
*if ethical_Sense >=50
*set ESAV (ethical_sense-50)
*goto orient
*if ethical_sense <50
*set ESAV (50-ethical_sense)
*goto orient
*label orient
*set Self_orientation ((ethical_sense-50)/3)
*goto int
*set Other_Orientation ((50-(ethical_Sense))/3)
*goto int
*label int
*Set mental_toughness ((mental_acuity*0.5) + (might*0.5))
*Set evasionpt ((agility + (0.5*social_intellegence)) + (0.5*perception))
*set Intellegence (mental_acuity-(0.5*ESAV))
*set Physical_Combat ((mental_acuity*0.5) + (might + agility))/2.5
*set Ranged_Combat ((mental_acuity*0.5) + (agility + perception))/2.5
*set Evasion ((mental_acuity*0.5) + evasionpt)/2.5
*set Deception ((((mental_acuity*0.5) + (perception + social_intellegence))/2.5) + (Other_orientation*0.33333333))
*set Persuasion ((((mental_acuity*0.5) + (social_intellegence + perception))/2.5) + (Self_orientation*0.33333333))
*set Intimidation ((mental_acuity*0.5) + (might + social_intellegence))/2.5
*set Tenacity (mental_toughness + (determination + ESAV))/2
*set Constitution (((might*0.5)+determination) + ESAV)/1.5
