Alderon,

I must apologise, Richard is quite right, I should have used
UMIN() in the code I posted.  He's also right about the near
impossibility of restricting the increase fairly without an
immense amount of code to track what was worn when so the
decreases will be properly handled. However, he's also right
when he points out that the code (at least the stock code)
limits the effective stat to 25, so while your players may
have obscenely high AMOD values, it shouldn't make them too
powerful, except for the circumstance you mentioned. And yes,
the value of the cap doesn't matter, you'll have the same
bugs as the same reasons will apply.

Also, I should have been more specific about location: you need
to change the code in affect_modify(), and the same line also appears
in reset_char(). In reset_char(), which is only invoked when a pfile
is loaded, you'd likely want to use player versioning and switch
the change in and out so it's only applied once to each pfile.

Perhaps what you can do is take the "mod" value and divide it.
Using code similar to that which tapers off thAC0:

mod = af->modifier;
if (mod > 3)
mod = (mod - 3) / 2 + 3;

Thus, EQ that adds +9 Str would only add +6. And when removed, the
code would properly remove -6.

I think though, you'll still get nastygrams on the note board about
the code being broken. :)

I can't help but wondering if the game you're running is the game
started by my old players who ran off when I started making similar
changes?  :)  I too, inherited a codebase that made the players
happy, and I too decided to "fix" it. I now have a very balanced
game that appeals only to old players that have realised "easy"
gets tedious after the second remort.


Sandi

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