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Potion strength

Posted: Tue Sep 16, 2014 1:18 am
by Neilski
Have cloned a VI potion just to basically call it by a new name. But the strength of it seems far too strong, it is healing 160 points of damage and the strength of it is only set at 1. Even a first level VI spell is healing this much - whats going on? - I only want it to heal about 12 points of damage.

Re: Potion strength

Posted: Tue Feb 03, 2015 10:59 pm
by Saumun
I was off-radar when this was posted and have only just seen it.

I set up a system in my last 2 dungeons, to make stat enhancing potions wear off more quickly than they do in regular rtc. I thought this should be solvable by the same basic process but without the repeating relays ticking away at the numbers. Turns out i was wrong and some weird stuff was happening. I'll have to give this one some more thought.

Re: Potion strength

Posted: Fri Oct 23, 2015 5:14 pm
by Chaos-Shaman
Is it possible to subtract 148 health points from the 160 to give 12 health? Where the hell is George when we need him?

Re: Potion strength

Posted: Sun Oct 25, 2015 3:03 am
by Saumun
I'm really not sure how exact it can be!
It SHOULD be possible to control it via the cloned potion targeting two actions with differing values (boost character - one positive and one negative), but i've had trouble doing it.

Re: Potion strength

Posted: Mon Oct 26, 2015 5:01 pm
by Chaos-Shaman
Just began to hack with those values, guess I'll have to spend some time goofing with it to see what it can do. Got to be in the right mood to play with it, a glass of wine sure helps to break out of the box. I am struggling with how to activate and deactivate loops with detecting who did the activating. Having to use step movement to check values. Thanks for showing me that a relay can break a loop, need to fiddle with that some more. I have a ton of questions to ask, to be honest I know little about the editor, still have lots to learn, more fun :)