Hand of Fate 2

Hand of Fate 2

Does fate favor you, Game Master?
Create and submit all-new encounters, challenges, equipment, traits, and more and shape your own adventures in the Game of Life and Death.
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Dargenom 5 10 FEB 2018 a las 12:08
Armor Category
I've set up an action in one of my encounters to get all the cards from the player's inventory and put specific types of equipment in the appropriate cardlink list variable. I've figured out how to put every type of card in the right list except for armor cards, since I can't seem to find a condition task that differentiates between armor categories when getting cards.

If anyone can help me out with this, I'd much appreciate it! :)
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Dargenom 5 13 FEB 2018 a las 2:14 
Still struggling with this. My temporary fix is to have the game check for any of the existing light armors in the game, but if people mod in more then the encounter won't count them.

Anyone have any ideas?
x_equals_speed 1 13 FEB 2018 a las 15:12 
Can a condition task check for the presence of a trait? The different weights of armour have associated traits - a modder might choose not to use them but that's more their issue than yours.

Failing that there are guidelines for what an armour's defence value should be based on weight. You could interrogate the defence value and split them that way - but the algorithm would sometimes get it wrong if the armour has been upgraded (for example in the strength challenge). I guess it depends on why you want the variable - if you want to know how well protected the player is it'll go fine, but if you're trying to work out how fast the player can move for a timed trap challenge that's less useful.
courtney 13 FEB 2018 a las 17:44 
Encounter "RicketyBridge" has a junction with "Has Equipment of Type" conditions, but unfortunately this won't let you get specific cards from inventory.

We don't seem to have that condition currently.

Última edición por courtney; 13 FEB 2018 a las 19:12
Dargenom 5 13 FEB 2018 a las 22:10 
That's unfortunate. What I'm trying to do is set up an encounter where the player can trade light armor for other things. Looks like my temporary fix is the way to go for now.
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