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Hey there,
this is exactly what I was looking for. I do have one question however:
Is it possible to reference a stat when choosing the starting value of a skill? To illustrate what I mean:
I'd like to run a d100 system where every skill is linked to/dependent on a specific stat (e.g. Sneaking is linked to something like "Agility"), so fairly standard.  Now, I want to make some skills "Basic" skills that anyone can do regardless of training, just like sneaking. Those basic skills should have a starting value that's half of the associated Stat. So, if you have 60 in Agility, you'd automatically have at least 30 in Sneaking, even if you have never spent a single second trying to get better at sneaking. 

So, back to the question, is it possible to reference and "manipulate" (dividing by 2) a Skill in the Start Value of a dependent skill? 

(+1)

If you want it to be referenced all game long, no, it's not possible in this version but could be a nice upgrade to implement in the future 

A workaround is to have skills locked and when you let the the player level up the stats you run a check by retrieving the stats values and adjusting the skills based on them


If the player is free to modify the stats anytime during the game then it's not possible at the moment 

Thank you so much for the quick reply and thank you for the idea of a possible workaround! 

Another thing I've just realized and am not sure if it's a bug or if I've just done something wrong:
At the start of the game I want to have a kind of character creation. After choosing a class and setting the new class in the event,  the actor's class doesn't change for the purposes of the plug-in whereas it does change in the rest of the menus. Is this a bug or did I do something wrong?

(+1)

I'll look into it, maybe I forgot to add a class change when it's event driven, it's pretty complex how classes are handled in the plugin 

I appreciate it, sorry for causing you more work :D

No worries at all 😁