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Re: Ratlings
Posted: Wed Aug 20, 2014 4:25 pm
by Sol_HSA
In my roguelike (which I may finish and publish one day.. hopefully) all random elements are generated at startup.. =)
Re: Ratlings
Posted: Wed Aug 20, 2014 10:56 pm
by Komag
That may work for this situation with the Ratlings, but in my case the books are partly dependent on skills of the party (to make sure they are useful), so something similar might be at play here, dunno.
Re: Ratlings
Posted: Thu Aug 21, 2014 4:42 am
by Isaac
The trick is to make it a probability that is influenced by the PC's skill; (their level of confidence and control for the situation). Make the random element not a 'yes/no', but a number, a list of pre-generated numbers, (and with some kind of CRC check). Save that to the save game as a hash, and have the game use that collection as the probability value for any skill use that requires a random element. Whatever the value is, compare it to the PC's current skill for a result.
*If need be (against hex editing) perhaps include a dozen or so approved lists in the game; such that the game would not use an unapproved hash for the values. It could even be possible to switch lists at any autosave.
Re: Ratlings
Posted: Fri Aug 22, 2014 2:09 am
by spectre900
Ratlings are canon. Wooh!
I always imagined Mihhril to be a rat-like character like that when I made her. A sneaky little ratling thief that was tasked to find and explore the tower together with her brother.
Also, totally rolling a Ratling when GR2 comes out.
Re: Ratlings
Posted: Sat Aug 23, 2014 6:21 am
by Sir Tawmis
I am very excited about the Ratling race!
(Even came back to return to my Legend of Grimrock fanfic
Destiny's Chance and included a Ratling into the story!)
