![]() The minimum that gives you eggs is 1, you just have to increase the probability, so that when looting you always get eggs, I have it in my mod like this. More complicated distributions can be realized with sub-lootgroups or adding "cobweb" as a nothing-item (at least I think "cobweb" just adds nothing) or maybe count="0,3" might work, I didn't test that though.Īdding min and max doesn't work like meganoth said, the game skips it or it may create error. Personally, I let things play out the way the players set them. An epic battle against the BBEM of your campaign might last 10-20 rounds. Real technology to count the rounds in a magazine seemed to only exist in movies like the 1986 movie Aliens with the M41A Pulse Rifle. If you tried to use "min" or "max" and the game isn't programmed to understand this, those values are just ignored. A regular battle should probably last 3-5 rounds. As the characters begin to drop and the enemies continue to advance, round after round, die roll after die roll. If it doesn't, the drama/tension ramps up. I built in speed a prefab with only many birdnest, I spawn it in navezgane, I got no error red/yellow from console but in game, egg's loot never up more than 2 or unlucky. There is no such thing as 'too much' rounds of combat. To force to never have more than the maximum we set like this: So just to understand a little more, is it possible to set something instead of "count=" by something like "min=" & "max=" or another way? with a count=2 from lootgroup, we can loot, min 2 foodegg or 2 resourceFeather or 1 for each, max 12 foodegg or 10 resourceFeather or 6 foodegg + 5 resourceFeather An automated method based on gradient-guided search to create prompts for a diverse set of NLP tasks. with a count=1 from lootgroup, we can loot, min 1 foodegg or 1 resourceFeather, max 6 foodegg or 5 resourceFeather If the initial attack was also halved by armor, then this attack would deal 7.37 damage to the nose and 7.37 to the eye. If the initial attack targets the nose, the heads child part, then an eye could be selected as it is also a child part of the head. But in our case, the maximum is at around 4-5, not at 1, as on this picture. (This how a Boltzmann-distribution looks. ![]() ![]() It is our statistics from around 200 combats. Each round’s activity begins with the character with the highest initiative result and then proceeds in order. It follows roughly a Boltzmann-distribution, where the maximum is at around 4-5. ![]() A round normally allows each character involved in a combat situation to act. 178 Each round represents 6 seconds in the game world there are 10 rounds in a minute of combat. If I understand well, example for groupBirdNest with a count=1,2, if the loot is spawn: For example, a power claw deals Attack 1 Damage scratch damage. The Combat Round Source PRPG Core Rulebook pg. The count in the specific item means how many of that specific item can you find, 1-6 means random number between 1 and 6 inclusive The count in the lootgroup element means how many of possible items can you find.so with "groupBirdNest" count 1,2 means that you can find both of items in one bird nest or only one, if count is not specified then only 1 item of said group can be found (which item is totally random, that's what prob is for) Well, it's easy to understand, I just add/change count/prob for foodEgg directly in loot.xml. ![]()
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