So simple, in fact, I feel like a noob asking it: Say I enter "75" in the "Chance to Unlock" box of a door/chest/etc. That means the game "takes" away 75% of the actor's lockpicking skill, right? So if a PC has a 100% LP skill to start, he/she'd only have a 25% chance to pick the lock, right?
Does the same apply to the Science/Traps skill and Science Switches/Mines?
/noob
A Simple Q
- Max-Violence
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A Simple Q
Closing our eyes forces us to look
At the darkness inside.
Our emotions always find us
Regardless of where we hide.
maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
At the darkness inside.
Our emotions always find us
Regardless of where we hide.
maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
I'm pretty sure that's how lockpicks work, and it makes sense that that is how traps and science switches work, but I'm not exactly sure.
--
Only a real artist knows the actual anatomy of the terrible, or the physiology of fear - the exact sort of lines and proportions that connect up with latent instincts or heriditary memories of fright, and the proper colour contrasts and lighting effects to stir the dormant sense of strangeness.
Only a real artist knows the actual anatomy of the terrible, or the physiology of fear - the exact sort of lines and proportions that connect up with latent instincts or heriditary memories of fright, and the proper colour contrasts and lighting effects to stir the dormant sense of strangeness.
- OnTheBounce
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From what Ed Orman told me many moons ago the difficulty on traps is overriden by the value entered in the difficulty field on the map. However, if you leave it at "0" the game uses the default which is set in the traps entity file.
All of my experimentation leads me to say that the difficulty setting is indeed a straight subtraction from the character's skill level. This includes using negative numbers, which in effect make it easier to toggle the switch/unlock the item, etc. This also applies to Repair Items.
(Interestingly enough Repair Items are grouped under "Kits" in the inventory...)
OTB
All of my experimentation leads me to say that the difficulty setting is indeed a straight subtraction from the character's skill level. This includes using negative numbers, which in effect make it easier to toggle the switch/unlock the item, etc. This also applies to Repair Items.
(Interestingly enough Repair Items are grouped under "Kits" in the inventory...)
OTB
"On the bounce, you apes! Do you wanna live forever?!"