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Posted

I have never encountered this problem and I stacked certain stats ant a random high amount to test my mugging module. It allowed me to attack just fine. I'm curious to see if Dungeon Master can replicate this.

Maybe try to give yourself the exact same stats as the player with the issue and see if you get the same problem?

You can also try clearing your cache and see if that helps because maybe that had something to do with it

Posted

Guest: I never said the combat system cannot be changed, instead I said he should tweak it to his own needs. Why? Because by default NWE doesn't give you 100 strengh and 0 of dexterity, it doesn't even allows players to change their stats. It only changes a bit of them at start while choosing a class. So if you design a module which let your players boost one single stat for whatever reason, then you should be aware that it may break the calculations on some other areas. Is that MY fault if you change the rules? Nope sorry. Should the engine works in any case? Well if you manage to make something which allows all tweaks and never break well you are simply better than me.

Posted
Guest: I never said the combat system cannot be changed, instead I said he should tweak it to his own needs. Why? Because by default NWE doesn't give you 100 strengh and 0 of dexterity, it doesn't even allows players to change their stats. It only changes a bit of them at start while choosing a class. So if you design a module which let your players boost one single stat for whatever reason, then you should be aware that it may break the calculations on some other areas. Is that MY fault if you change the rules? Nope sorry. Should the engine works in any case? Well if you manage to make something which allows all tweaks and never break well you are simply better than me.

 

Log() may be handy here since it keeps number low regardless of their amount - means 10 and 10000 aren't so far apart during combat.

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