# martinalexander

Member Since 25 Apr 2004
Offline Last Active Oct 10 2011 02:39 PM

### In Topic: Rpg-stats

04 July 2009 - 11:11 AM

Wow, that was way to much in a sentence, an Example please.

Hehe, instead of a player having the following stats:

Physical Armor
Magical Armor
Physical Resistance
Magical Resistance

I decided to just go for Armor, nothing else!

### In Topic: Rpg-stats

04 July 2009 - 10:52 AM

Could you instead of have both armor stat and resistance stat only have Physical Resistance and Magic Resistance, and make armor raise the correct resistance, that would make it a little simpler (just thinking loud ) !?

Could you explain this a bit better, give an example and then I can help you more.

Well, think it is a little unnecessary to have both physical armor, magic armor + physical resistance, magical resistance, and instead just go for plain armor!

### In Topic: Rpg-stats

04 July 2009 - 10:45 AM

Do you need anymore help?

Well, not atm, need to sort this out and try it out, but if I do I come back to you . Thanks a lot!

### In Topic: Rpg-stats

04 July 2009 - 10:39 AM

Okay, let me take a shot at this:

```armor = 10
defense = 14
enemy_damage = choose(1,2,3,4,5,6)

armor += defence = total_protection
total_protection-=enemy_damage

if total_protection < 1
{
show_message("You fail at this game")
}```

Well, then having only one armor stats and use the above example is a little easier :

```well the simplest way is to have
phyarmor=10
enemy_nonmage_damage=20

enemy_nonmage_damage-phyarmor=damage_taken```

### In Topic: Rpg-stats

04 July 2009 - 10:35 AM

Damn, my head hurts. There should be a way of calculating a lined amount of every stats with level like lv1=10, lv2=12, lv3=14, lv4=16 and so on but cant figure out how !

EDIT:

Because manually adjusting each lvl is a lot of work