What is a "realisticly attainable" rank? Because I heard after rank 15 it gets rather... tedious^^
If that's the case, would the following simple tweak help if one wants more then 6 ability points? I ask - although I already tried it^^ - because I don't really know why the "modulo 3" code (the original) is written so complex?!
open "CharacterUtilite.c"
uncomment the whole...
and replace it with...
I mean, whats the if(CheckAttribute(_refCharacter,"perks.FreePoints")) good for?
And why didn't they use modulo?
Hm... I'm really wondering about some of the code they wrote; I mean it works, but sometimes I don't know how or why they wrote it the way the did...
If that's the case, would the following simple tweak help if one wants more then 6 ability points? I ask - although I already tried it^^ - because I don't really know why the "modulo 3" code (the original) is written so complex?!
open "CharacterUtilite.c"
uncomment the whole...
Code:
if(CheckAttribute(_refCharacter,"perks.FreePoints"))
{
float fperks = stf(_refCharacter.rank)/2;
int iPerks = sti(_refCharacter.rank)/2;
fperks = fperks - iperks;
if (fPerks == 0.0)
{
_refCharacter.perks.FreePoints = sti(_refCharacter.perks.FreePoints) + 1;
}
}
else
{ _refCharacter.perks.FreePoints = 0;
}
and replace it with...
Code:
if (sti(_refCharacter.rank)%2 == 0)
{
_refCharacter.perks.FreePoints = sti(_refCharacter.perks.FreePoints) + 1;
}
I mean, whats the if(CheckAttribute(_refCharacter,"perks.FreePoints")) good for?
And why didn't they use modulo?
Hm... I'm really wondering about some of the code they wrote; I mean it works, but sometimes I don't know how or why they wrote it the way the did...
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