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Old 10-16-2018, 10:43 AM   #11
hcobb
 
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Join Date: Aug 2004
Location: Pacheco, California
Default Re: Racial attribute limits

I'm planning to revamp the squad generator this weekend to focus on jobs and assign a leader figure for each squad.

http://www.hcobb.com/tft/squad.php
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Old 10-16-2018, 11:59 AM   #12
platimus
 
Join Date: Dec 2017
Location: behind you
Default Re: Racial attribute limits

Squad generator seems to have a preference for wizards. I tried generating "a few" for Goblins and Orcs and many of the results had multiple wizards.

Pseudo-code suggestion:
Code:
Type = Rand(3)
if Type = 1 then GenerateWizard(), else GenerateFighter()
If that's basically what your code is already doing, you might bump "3" up to a higher number (maybe "6").

Also, sometimes it created just one character. Sometimes it created six. I would let the drop-down quantity be hard numbers.

It might also be more useful for generating random encounters if the user could input an attribute-point total (for the average attribute-point total of the party to encounter them). Let PT = attrib-total input x num-in-squad. When an NPC is generated, deduct its attrib-total from PT. If this results in negative PT, throw-away that NPC and quit. Else, keep generating until PT = 0 or less.

Last edited by platimus; 10-16-2018 at 12:11 PM.
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Old 10-16-2018, 12:28 PM   #13
hcobb
 
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Join Date: Aug 2004
Location: Pacheco, California
Default Re: Racial attribute limits

The current system only checks a lot of restrictions after it has finished generating the character. So Giant scholars are rolled up and discarded.

I'm going to smarten up hero generation next deep dive.
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