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Offline sscarabb

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Adding a New Social Attribute
« on: May 16, 2020, 10:12:59 PM »
Hello everyone, I want to make frenzy a thing. So I decided adding a new attribute called "Composure". For that I'll will simply rename one of the social stats so there will be still 3 of them which game allows so.

Problem is, that I want this stat to affect frenzy check but I don't know how... "If an item can boost your frenzy check why can't a stat?" I thought...

How can I make a stat add +1 to frenzy check for each dot, does anyone know? I asked for some opinions and they told me I needed to learn pyton but maybe there is another way to it. So, I started this post with hopes that maybe someone can help me  :smiley:
« Last Edit: May 16, 2020, 10:16:01 PM by sscarabb »

Offline Malkav

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Re: Adding a New Social Attribute
« Reply #1 on: May 17, 2020, 08:21:07 AM »
Without looking into the files, the frenzy behaviour can be found somewhere in the text files within /vdata/system. rules, rules_tables or stats I think. But I'm not sure if you can make it dependent on stats.
Co Author of Camarilla Edition Mod

Marked as best answer by sscarabb on May 19, 2020, 03:50:49 PM

Offline Entenschreck

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Re: Adding a New Social Attribute
« Reply #2 on: May 19, 2020, 10:00:53 AM »
I'm sure that's possible. What I'd do is go to vdata/system/stats.txt, select the attribute you would like to replace and simply copy a block of "Action" commands from i.e. one of the active disciplines (like active_celerity for example). Paste it below the attribute of your choice and change the Effect to "Item (Occult Frenzy)". For each dot in your new Composure attribute you should now get +1 to the frenzy check modifier.
Have fun!

Offline argikt

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Re: Adding a New Social Attribute
« Reply #3 on: May 19, 2020, 11:22:27 AM »
I don´t know if this info is relevant for you, maybe you plan make quests or functions, with your "new discipline".
But you would like to know that you can use any skill for a dlg check (vanilla only use persuasion,seduction and intimidate) but you can use your new skill as a dlg condition.




Offline sscarabb

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Re: Adding a New Social Attribute
« Reply #4 on: May 19, 2020, 02:14:36 PM »
I'm sure that's possible. What I'd do is go to vdata/system/stats.txt, select the attribute you would like to replace and simply copy a block of "Action" commands from i.e. one of the active disciplines (like active_celerity for example). Paste it below the attribute of your choice and change the Effect to "Item (Occult Frenzy)". For each dot in your new Composure attribute you should now get +1 to the frenzy check modifier.
Have fun!

Thanks! Only problem is though, it's not gradual. It now gives a constant +1 no matter how many dots.

How do you think I can make it +1 for 1st dot but +2 for second dot?

Offline Malkav

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Re: Adding a New Social Attribute
« Reply #5 on: May 19, 2020, 02:44:56 PM »
Change ==1 to >=1 etc. That should help. Or are you referring to the message you get onscreen? That will only display once, so you get the +1 message no matter what the actual bonus is.

Why do you need the bonus anyway? For my games I make frenzy checks harder and more frequent but still I don't frenzy more than once or twice per playthrough, if at all.
Co Author of Camarilla Edition Mod

Offline sscarabb

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Re: Adding a New Social Attribute
« Reply #6 on: May 19, 2020, 03:35:19 PM »
Change ==1 to >=1 etc. That should help. Or are you referring to the message you get onscreen? That will only display once, so you get the +1 message no matter what the actual bonus is.

Why do you need the bonus anyway? For my games I make frenzy checks harder and more frequent but still I don't frenzy more than once or twice per playthrough, if at all.

I'll make frenzies more frequent and harder too. Also I will add a bloodloss timer introduced by you in CE, and penalize all clans with -5 to frenzy check. So it will actually be a danger unless you spend some points on it   :smile:
« Last Edit: May 19, 2020, 04:23:36 PM by sscarabb »

Offline sscarabb

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Re: Adding a New Social Attribute
« Reply #7 on: May 19, 2020, 03:54:07 PM »
I don´t know if this info is relevant for you, maybe you plan make quests or functions, with your "new discipline".
But you would like to know that you can use any skill for a dlg check (vanilla only use persuasion,seduction and intimidate) but you can use your new skill as a dlg condition.
That's actually an interesting idea but I have no plans for implementing them in dialogue for now.

Anyway friends, I've managed it and marked the solution as best answer. Thank you all for your help  :smile: I plan on making a stat/feat balance overhaul (maybe I will post it as an add-on  :tongue: ) but I have exams for now so maybe in the early june... See you all!
« Last Edit: May 19, 2020, 05:57:17 PM by Wesp5 »

 

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